Technologies for virtually trying-on items

ABSTRACT

This disclosure enables various technologies for virtually trying-on items (e.g., a jewelry item, an earring, a garment) in a manner that is more realistic than currently known techniques.

CROSS-REFERENCE TO RELATED PATENT APPLICATIONS

This patent application is a Continuation of U.S. patent applicationSer. No. 17/693,004 filed 11 Mar. 2022; which is a Continuation ofInternational Patent Application PCT/US21/36008 filed 4 Jun. 2021; whichclaims a benefit of priority to U.S. Provisional Patent Application63/035,346 filed 5 Jun. 2020; each of which is incorporated by referenceherein for all purposes.

TECHNICAL FIELD

This disclosure relates to various technologies for virtually trying-onitems.

BACKGROUND

A seller may allow a potential customer to virtually try-on an item(e.g., an earring) before the potential customer can purchase the item.However, various currently known approaches to providing suchfunctionality are technologically problematic. This may be so at leastbecause these approaches unrealistically present the item, which in-turnmay (a) preclude the item from being purchased, (b) increase alikelihood of returning the item after the item is purchased, or (c)tarnish the seller or a manufacturer of the item.

SUMMARY

Broadly, this disclosure enables various technologies for virtuallytrying-on items (e.g., a jewelry item, an earring, a garment) in amanner that is more realistic than currently known approaches toproviding such functionality. For example, some of such technologiesinclude various user interfaces (UIs) that are programmed to enablevarious virtual try-ons based on (a) appearing to change variousrotational angles of the items depending on where the items arevirtually tried-on, various morphologies of objects on which the itemsare being virtually tried-on, the items themselves, or responsive tovarious user inputs, (b) what type of the items are beingvirtually-tried on, (c) dynamically hiding or dynamically unhidingvarious areas of the items depending on where the items are virtuallytried-on, various morphologies of objects on which the items are beingvirtually tried-on, the items themselves, or responsive to various userinputs, (d) enabling various magnetic, reflective, or shadowing effectson the items, relative to the items, or where the items are beingvirtually tried-on depending on where the items are virtually tried-on,various morphologies of objects on which the items are being virtuallytried-on, the items themselves, or responsive to various user inputs, orother functions. These modalities of virtual try-on can be (a) combinedwith each other or be dependent on each other, (b) be separate anddistinct from each other or be independent from each other, or (c) canbe embodied via or on various form factors (e.g., a server, a client, asmartphone, a tablet, a wearable, a smart mirror, an operating system, asoftware application, a browser, a mobile app). Note that thesetechnologies can be applied to virtually trying-on various items (e.g.,a jewelry item, an earring, a necklace, a garment, a hat, a ring, ananklet, a bracelet, a tattoo) on various objects (e.g., a human, amannequin, a showcase model, a body part, a head, a nose, an ear, aneck, an arm, a forearm, an upper arm, a wrist, a torso, a navel, a toe,a finger, a garment, a shoe).

In an embodiment, there is a system comprising: a processor programmedto: cause a UI to be presented, wherein the UI is programmed to:frontally present a virtual ear (or another virtual object) within theUI; receive a first user selection while the virtual ear is frontallypresented within the UI and a second user selection while the virtualear is frontally presented within the UI, wherein the first userselection selects a virtual earring (or another virtual item) presentedwithin the UI while the virtual ear is frontally presented within theUI, wherein the second user selection selects a virtual location on thevirtual ear frontally presented within the UI; and virtually try-on thevirtual earring at the virtual location within the UI responsive to thefirst user selection being received via the UI and the second userselection being received via the UI such that the virtual earringappears to change in rotational angle within the UI depending on wherethe virtual location is located on the virtual ear within the UI.

In an embodiment, there is a system comprising: a processor programmedto: cause a UI to be presented, wherein the UI is programmed to:frontally present a virtual ear (or another virtual object) within theUI; present a virtual earring (or another virtual item) within the UIwhile the virtual ear is frontally presented within the UI; and receivea drag-and-drop input within the UI while the virtual ear is frontallypresented within the UI and the virtual earring is presented within theUI such that (a) the drag-and-drop input drags the virtual earring overthe virtual ear and thereby enables the virtual earring to be virtuallytried-on the virtual ear within the UI responsive to the drag-and-dropinput, (b) the virtual earring appears to change in rotational anglewithin the UI depending on where the virtual earring is virtuallytried-on the virtual ear within the UI responsive to the drag-and-dropinput, and (c) the virtual earring appears to at least partiallydynamically hide and at least partially dynamically unhide depending onwhere the virtual earring is virtually tried-on the virtual ear withinthe UI responsive to the drag-and-drop input.

In an embodiment, there is a system comprising: a processor programmedto: cause a UI to be presented, wherein the UI is programmed to:frontally present a virtual ear (or another virtual object) within theUI, wherein the virtual ear includes a set of virtual depth areas;receive a first user selection while the virtual ear is frontallypresented within the UI and a second user selection while the virtualear is frontally presented within the UI, wherein the first userselection selects a virtual earring (or another virtual item) presentedwithin the UI while the virtual ear is frontally presented within theUI, wherein the virtual earring includes a set of virtual portions,wherein the second user selection selects a virtual location on thevirtual ear frontally presented within the UI; and virtually try-on thevirtual earring at the virtual location within the UI responsive to thefirst user selection being received via the UI and the second userselection being received via the UI such that at least one virtualportion selected from the set of virtual portions appears dynamicallyhidden under at least one virtual depth area selected from the set ofvirtual depth areas when the virtual location is the at least onevirtual depth area selected from the set of virtual depth areas anddynamically unhidden when the virtual location is not the at least onevirtual depth area selected from the set of virtual depth areas.

In an embodiment, there is a system comprising: a processor programmedto: cause a UI to be presented, wherein the UI is programmed to:frontally present a virtual ear (or another virtual object) within theUI, wherein the virtual ear includes a first virtual edge and a virtualskin; receive a first user selection while the virtual ear is frontallypresented within the UI and a second user selection while the virtualear is frontally presented within the UI, wherein the first userselection selects a virtual earring (or another virtual item) presentedwithin the UI while the virtual ear is frontally presented within theUI, wherein the virtual earring includes a second virtual edge, whereinthe second user selection selects a virtual location on the virtual earfrontally presented within the UI; and virtually try-on the virtualearring at the virtual location within the UI responsive to the firstuser selection being received via the UI and the second user selectionbeing received via the UI such that the virtual earring appears tovirtually gravitationally fall relative to the virtual ear untilappearing to virtually contact the virtual skin within the UI dependingon the virtual earring and based on a virtual space being availablebetween the first virtual edge and the second virtual edge.

In an embodiment, there is a system comprising: a processor programmedto: cause a UI to be presented, wherein the UI is programmed to:frontally present a virtual ear (or another virtual object), wherein thevirtual ear includes a virtual skin tone; receive a first user selectionwhile the virtual ear is frontally presented within the UI and a seconduser selection while the virtual ear is frontally presented within theUI, wherein the first user selection selects a virtual earring (oranother virtual item) presented within the UI while the virtual ear isfrontally presented within the UI, wherein the second user selectionselects a virtual location on the virtual ear frontally presented withinthe UI; and virtually try-on the virtual earring at the virtual locationwithin the UI responsive to the first user selection being received viathe UI and the second user selection being received via the UI such thatat least one of: (a) there is an appearance of a virtual reflection ofthe virtual skin tone on the virtual earring within the UI, wherein thevirtual reflection varies based on the virtual skin tone, or (b) thereis an appearance of a virtual shadow of the virtual earring on thevirtual ear within the UI, wherein the virtual shadow varies based onthe virtual skin tone.

In an embodiment, there is a system comprising: a processor programmedto: cause a UI to be presented, wherein the UI is programmed to: presenta user input element programmed to receive a user input within the UI;frontally present a virtual ear (or another virtual object) while theuser input element is presented within the UI, wherein the virtual earincludes a virtual skin area; receive a first user selection while thevirtual ear is frontally presented within the UI and a second userselection while the virtual ear is frontally presented within the UI,wherein the first user selection selects a virtual earring (or anothervirtual item) presented within the UI while the virtual ear is frontallypresented within the UI, wherein the second user selection selects avirtual location on the virtual ear frontally presented within the UI,wherein the virtual location is spaced apart from the virtual skin area;and virtually try-on the virtual earring at the virtual location withinthe UI responsive to the first user selection being received via the UIand the second user selection being received via the UI such that (a)the virtual earring appears to spin responsive to the user input whilevirtually tried-on at the virtual location and (b) the virtual earringappears to be at least partially dynamically hidden and dynamicallyunhidden responsive to the user input while virtually tried-on at thevirtual location based on the virtual earring respectively appearing tobe virtually anatomically tucked and virtually anatomically untuckedwithin the virtual ear.

In an embodiment, there is a system comprising: a processor programmedto: receive an image of an ear (or another virtual object) of a user,wherein the ear is frontally presented in the image; identify a set ofvirtual anatomical regions in the ear frontally presented in the image;segment each set selected from the set of virtual anatomical regionsinto a set of virtual regions; and enable a virtual earring (or anothervirtual item) to be virtually tried-on the ear frontally presented inthe image to the user such that the virtual earring is dynamicallyvaried in appearance depending on where the virtual earring is virtuallytried-on the ear frontally presented in the image based on the set ofvirtual anatomic regions and the set of virtual regions.

In an embodiment, there is a system comprising: a processor programmedto: receive an image of an ear (or another virtual object) of a user,wherein the ear is frontally presented in the image; identify a virtualpiercing in the ear that is frontally presented in the image; identify ascale of the ear that is frontally presented in the image; and present avisual content recommending a virtual earring (or another virtual item)to be virtually tried-on the ear frontally presented in the image to theuser based on (a) where the virtual piercing is located on the earfrontally presented in the image and (b) the scale.

In an embodiment, there is a system comprising: a smart mirror includinga housing, a processor, a camera, and a display, wherein the housinghouses the processor, the camera, and the display, wherein the processoris in communication with the camera and the display, wherein theprocessor is programmed to: receive a left imagery and a right imageryfrom a camera, wherein the left imagery frontally presents a left ear ofa user standing before the camera, wherein the right imagery frontallypresents a right ear (or another virtual object) of the user standingbefore the camera; identify a virtual left ear (or another virtualobject) from the left ear frontally presented in the left imagery and avirtual right ear from the right ear in the right imagery; set thevirtual left ear to a left preset scale and the virtual right ear to aright preset scale; identify a set of left virtual anatomical regions inthe virtual left ear as set in the left preset scale and a set of rightvirtual anatomical regions in the virtual right ear as set in the rightpreset scale; segment each set selected from the set of left virtualanatomical regions into a set of left virtual regions and each setselected from the set of right virtual anatomical regions into a set ofright virtual regions; cause the virtual left ear, the right virtualear, and a virtual earring (or another virtual item) scale to besimultaneously presented on the display; receive an input from the userwhile the virtual left ear, the virtual right ear, and the virtualearring are simultaneously presented on the display; and cause thevirtual earring to be virtually tried-on the virtual left ear or thevirtual right ear on the display responsive to the input.

In an embodiment, there is a system comprising: a processor programmedto: access a map of a virtual object, wherein the map segments thevirtual object into a set of virtual regions and each virtual regionselected from the set of virtual regions into a set of virtual zonesthat are polygonal and border each other within that respective virtualregion; access a set of images depicting a virtual item from a set ofrotational angles that are different from each other; receive a firstuser selection selecting the virtual item; receive a second userselection selecting a virtual zone selected from the set of virtualzones and positioned within a virtual region selected from the set ofvirtual regions; select an image selected from the set of images andcorresponding to the virtual zone positioned within the virtual regionbased on the second user selection; and virtually try-on the virtualitem on the virtual object responsive to the first user selection andthe second user selection based on the image selected.

DESCRIPTION OF DRAWINGS

FIG. 1 shows an embodiment of a UI programmed for virtually trying-on avirtual earring according to various principles of this disclosure.

FIG. 2 shows an embodiment of a flowchart for accessing the UI of FIG. 1according to various principles of this disclosure.

FIG. 3 shows an embodiment of a computing architecture for implementingthe UI of FIG. 1 according to various principles of this disclosure.

FIG. 4 shows the UI of FIG. 1 where the virtual earring has beendrag-and-dropped for virtual try-on according to various principles ofthis disclosure.

FIG. 5 shows an embodiment of a virtual ear segmented into a set ofvirtual anatomical regions according to various principles of thisdisclosure.

FIG. 6 shows an embodiment of a virtual ear segmented into a set ofvirtual zones according to various principles of this disclosure.

FIG. 7 shows an embodiment of a virtual ear segmented into a set ofanatomical regions and a set of virtual zones within the set ofanatomical regions according to various principles of this disclosure.

FIG. 8 shows an embodiment of a virtual earring appearing as beingrotated in an XZ plane according to various principles of thisdisclosure.

FIG. 9 shows an embodiment of a virtual plane for rotation of an earringaccording to various principles of this disclosure.

FIG. 10 shows an embodiment of a set of virtual zones corresponding to aset of angles for rotating a virtual earring with a stud according tovarious principles of this disclosure.

FIG. 11 shows an embodiment of a set of virtual zones corresponding to aset of angles for rotating a virtual earring with a ring according tovarious principles of this disclosure.

FIG. 12 shows an embodiment of a set of virtual zones corresponding to aset of angles for rotating a virtual earring with a daith ring accordingto various principles of this disclosure.

FIG. 13 shows an embodiment of a virtual earring with a set ofrotational angles that are different from each other according tovarious principles of this disclosure.

FIG. 14 shows an embodiment of a section of a UI programmed for mappinga virtual earring to an anatomic region selected from the set ofanatomical regions of FIGS. 5-7 according to various principles of thisdisclosure.

FIG. 15 shows an embodiment of a flowchart for enabling a magneticeffect according to various principles of this disclosure.

FIG. 16 shows an embodiment of a virtual ear segmented into a set oflayers according to various principles of this disclosure.

FIG. 17 shows an embodiment of a set of layers of a virtual earaccording to various principles of this disclosure.

FIG. 18 shows an embodiment of a virtual ear without a tucking effectand with a tucking effect during a virtual try-on according to variousprinciples of this disclosure.

FIG. 19 shows an embodiment of a virtual gravity effect being applied toa virtual earring virtually tried-on a virtual ear according to variousprinciples of this disclosure.

FIG. 20 shows an embodiment of a size of a virtual ear for proportionaccording to various principles of this disclosure.

FIG. 21 shows an embodiment of a flowchart for resizing an image of anear for subsequent use according to various principles of thisdisclosure.

FIG. 22 shows an embodiment of a virtual earring being virtuallytried-on with a drop shadow and without a drop shadow during a virtualtry-on according to various principles of this disclosure.

FIG. 23 shows an embodiment of a virtual earring being virtuallytried-on as not recommended (although possible) or impossible during avirtual try-on according to various principles of this disclosure.

FIG. 24 shows an embodiment of a virtual earring being virtuallytried-on as recommended or possible during a virtual try-on according tovarious principles of this disclosure.

FIG. 25 shows an embodiment of a virtual ear being shows as a left earand a right ear during a virtual try-on according to various principlesof this disclosure.

FIGS. 26-27 show an embodiment of a virtual ear being zoomed during avirtual try-on according to various principles of this disclosure.

FIG. 28 shows an embodiment of a virtual ear being panned or movedduring a virtual try-on according to various principles of thisdisclosure.

FIG. 29 shows an embodiment of a virtual earring being spun responsiveto a user input over a virtual ear relative to the virtual ear during avirtual try-on according to various principles of this disclosure.

FIG. 30 shows an embodiment of a virtual ear changing in a virtual skinton during a virtual try-on according to various principles of thisdisclosure.

FIGS. 31-33 shows an embodiment of various sets of images presentingvarious sets of virtual earrings from various sets of rotational anglesthat are different from each other according to various principles ofthis disclosure.

FIG. 34 shows an embodiment of a virtual ear segmented by anatomicalregions according to various principles of this disclosure.

FIG. 35 shows an embodiment of a plane for rotation of a virtual earringaccording to various principles of this disclosure.

FIG. 36 shows an embodiment of a virtual ear segmented by various setsof zones within various sets of anatomical regions where each anatomicalregion has its own respective rotational angle for its respective set ofvirtual zones over which a virtual earring can be virtually tried-onaccording to various principles of this disclosure.

FIG. 37 shows an embodiment of various virtual earrings being virtuallytried-on on a virtual ear where the virtual earrings are angleddepending on what anatomical zone is hosting each respective virtualearring according to various principles of this disclosure.

FIGS. 38-40 show an embodiment of a virtual earring being spunresponsive to a user input over a virtual ear relative to the virtualear according to various principles of this disclosure.

FIGS. 41-42 show an embodiment of a virtual earring having a stud thatis overlapped according to various principles of this disclosure.

FIG. 43 shows an embodiment of a virtual ear segmented by various setsof zones within various anatomical regions programmed for rotation of avirtual earring with a ring according to various principles of thisdisclosure.

FIG. 44 shows an embodiment of a virtual gravity effect beingimplemented on a virtual earring being virtually tried-on a virtual earaccording to various principles of this disclosure.

FIGS. 45-48 show an embodiment of an image from a set of imagescorresponding to a virtual earring to be virtually tried-on a virtualear while the image is being set by an administrator in an administratorconsole or panel for virtual try-on depending on a virtual try-onlocation within a set of anatomic regions of the virtual ear and a setof virtual zones of the virtual ear and a virtual entry point or avirtual exit point from the virtual ear according to various principlesof this disclosure.

FIGS. 49-58 show an embodiment of various virtual earring with variousvirtual rings being virtually tried-on in various regions of variousanatomical regions of a virtual ear according to various principles ofthis disclosure.

FIG. 59 shows an embodiment of a virtual charm being added to a virtualearring being virtually tried-on a virtual ear according to variousprinciples of this disclosure.

FIG. 60 shows an embodiment of a virtual charm being virtually tried-ona virtual ear according to various principles of this disclosure.

FIG. 61 shows an embodiment of various virtual charms being virtuallytried-on a virtual ear and having same angling according to variousprinciples of this disclosure.

FIG. 62 shows an embodiment of a virtual handcuff earring beingvirtually tried-on a virtual ear according to various principles of thisdisclosure.

FIG. 63 shows an embodiment of a virtual handcuff earring beingvirtually tried-on a virtual ear as a charm according to variousprinciples of this disclosure.

FIGS. 64-65 show an embodiment of a virtual earring with an arcuateportion being virtually tried-on with the arcuate portion beingvirtually hidden while the virtual earring is precluded from spinningaccording to various principles of this disclosure.

FIG. 66 shows an embodiment of a virtual ear with various anatomicalregions where a virtual earring can default to a spin angle depending ona respective anatomical region selected according to various principlesof this disclosure.

FIG. 67 shows an embodiment of the arcuate portion of FIGS. 64-65 beingangled differently depending on which virtual zone within which virtualanatomical region of a virtual ear the arcuate portion is beingvirtually tried-on according to various principles of this disclosure.

FIGS. 68-69 show an embodiment of various virtual charms on virtualrings and virtual chain wraps being virtually tried-on according tovarious principles of this disclosure.

FIG. 70 shows an embodiment of a virtual earring with a moveable partbeing virtually tried-on according to various principles of thisdisclosure.

FIG. 71 shows an embodiment of various necklace length for virtuallytrying-on a virtual necklace according to various principles of thisdisclosure.

FIG. 72 shows an embodiment of various ring sizes for virtuallytrying-on a virtual necklace according to various principles of thisdisclosure.

FIGS. 73-78 show an embodiment of a virtual jewelry item being virtuallytried-on on various virtual non-ear body areas according to thisdisclosure.

FIG. 79 shows an embodiment of a self-image being processed to detect avirtual divot or a virtual dimple from an existing real piercing andthen take an action according to various principles of this disclosure.

FIG. 80 shows an embodiment of an X/Y plane illustrating how much avirtual earring with a ring will hang based on snugness according tovarious principles of this disclosure.

FIGS. 81-90 show an embodiment of an method for machine learning forcreating a canvas or a map for an object according to this disclosure.

DETAILED DESCRIPTION

Broadly, this disclosure enables various technologies for virtuallytrying-on items (e.g., a jewelry item, an earring, a garment) in amanner that is more realistic than currently known approaches toproviding such functionality. For example, some of such technologiesinclude various UIs that are programmed to enable various virtualtry-ons based on (a) appearing to change various rotational angles ofthe items depending on where the items are virtually tried-on, variousmorphologies of objects on which the items are being virtually tried-on,the items themselves, or responsive to various user inputs, (b) whattype of the items are being virtually-tried on, (c) dynamically hidingor dynamically unhiding various areas of the items depending on wherethe items are virtually tried-on, various morphologies of objects onwhich the items are being virtually tried-on, the items themselves, orresponsive to various user inputs, (d) enabling various magnetic,reflective, or shadowing effects on the items, relative to the items, orwhere the items are being virtually tried-on depending on where theitems are virtually tried-on, various morphologies of objects on whichthe items are being virtually tried-on, the items themselves, orresponsive to various user inputs, or other functions. These modalitiesof virtual try-on can be (a) combined with each other or be dependent oneach other, (b) be separate and distinct from each other or beindependent from each other, or (c) can be embodied via or on variousform factors (e.g., a server, a client, a smartphone, a tablet, awearable, a smart mirror, an operating system, a software application, abrowser, a mobile app). Note that these technologies can be applied tovirtually trying-on various items (e.g., a jewelry item, an earring, anecklace, a garment, a hat, a ring, an anklet, a bracelet, a tattoo) onvarious objects (e.g., a human, a mannequin, a showcase model, a bodypart, a head, a nose, an ear, a neck, an arm, a forearm, an upper arm, awrist, a torso, a navel, a toe, a finger, a garment, a shoe).

This disclosure is now described more fully with reference to FIGS. 1-90, in which some embodiments of this disclosure are shown. Thisdisclosure may, however, be embodied in many different forms and shouldnot be construed as necessarily being limited to only embodimentsdisclosed herein. Rather, these embodiments are provided so that thisdisclosure is thorough and complete, and fully conveys various conceptsof this disclosure to skilled artisans.

Note that various terminology used herein can imply direct or indirect,full or partial, temporary or permanent, action or inaction. Forexample, when an element is referred to as being “on,” “connected” or“coupled” to another element, then the element can be directly on,connected or coupled to the other element or intervening elements can bepresent, including indirect or direct variants. In contrast, when anelement is referred to as being “directly connected” or “directlycoupled” to another element, there are no intervening elements present.

Likewise, as used herein, a term “or” is intended to mean an inclusive“or” rather than an exclusive “or.” That is, unless specified otherwise,or clear from context, “X employs A or B” is intended to mean any of thenatural inclusive permutations. That is, if X employs A; X employs B; orX employs both A and B, then “X employs A or B” is satisfied under anyof the foregoing instances.

Similarly, as used herein, various singular forms “a,” “an” and “the”are intended to include various plural forms as well, unless contextclearly indicates otherwise. For example, a term “a” or “an” shall mean“one or more,” even though a phrase “one or more” may also be usedherein. For example, “one or more” includes one, two, three, four, five,six, seven, eight, nine, ten, tens, hundreds, thousands, or moreincluding all intermediary whole or decimal values therebetween.

Moreover, terms “comprises,” “includes” or “comprising,” “including”when used in this specification, specify a presence of stated features,integers, steps, operations, elements, or components, but do notpreclude a presence and/or addition of one or more other features,integers, steps, operations, elements, components, or groups thereof.Furthermore, when this disclosure states that something is “based on”something else, then such statement refers to a basis which may be basedon one or more other things as well. In other words, unless expresslyindicated otherwise, as used herein “based on” inclusively means “basedat least in part on” or “based at least partially on.”

Additionally, although terms first, second, and others can be usedherein to describe various elements, components, regions, layers, orsections, these elements, components, regions, layers, or sectionsshould not necessarily be limited by such terms. Rather, these terms areused to distinguish one element, component, region, layer, or sectionfrom another element, component, region, layer, or section. As such, afirst element, component, region, layer, or section discussed belowcould be termed a second element, component, region, layer, or sectionwithout departing from this disclosure.

Also, unless otherwise defined, all terms (including technical andscientific terms) used herein have the same meaning as commonlyunderstood by one of ordinary skill in an art to which this disclosurebelongs. As such, terms, such as those defined in commonly useddictionaries, should be interpreted as having a meaning that isconsistent with their meaning in a context of a relevant art and shouldnot be interpreted in an idealized or overly formal sense unlessexpressly so defined herein.

Hereby, all issued patents, published patent applications, andnon-patent publications (including hyperlinked articles, web pages, andwebsites) that are mentioned in this disclosure are herein incorporatedby reference in their entirety for all purposes, to same extent as ifeach individual issued patent, published patent application, ornon-patent publication were copied and pasted herein or specifically andindividually indicated to be incorporated by reference. If anydisclosures are incorporated herein by reference and such disclosuresconflict in part and/or in whole with the present disclosure, then tothe extent of conflict, and/or broader disclosure, and/or broaderdefinition of terms, the present disclosure controls. If suchdisclosures conflict in part and/or in whole with one another, then tothe extent of conflict, the later-dated disclosure controls.

This disclosure enables various technologies that solve varioustechnological problems encountered by sellers or customers whenvirtually trying-on a jewelry item (e.g., an earring, a necklace, aring, a bracelet, an anklet) before the jewelry item is purchased,although post-purchase virtual try-on of the jewelry item is enabled aswell. For example, such virtual try-on includes virtually wearing avirtual item (e.g., a jewelry item, an earring, a necklace, a bracelet,a ring, an anklet) on a virtual object (e.g., a body part, an ear, aneck, a wrist, a finger, an ankle) as presented in an electronic display(e.g., a computer monitor, a touchscreen, a volumetric display, a smartmirror) positioned before a user (e.g., a seller, a potential customer).In particular, various currently known approaches to providing virtualtry-on functionality are technologically problematic. This may be so atleast because these approaches unrealistically present the item, whichin-turn may (a) preclude the item from being purchased, (b) increase thelikelihood of returning the item after the item is purchased, or (c)tarnish the seller or the manufacturer of the item. Therefore, thesetechnologies enable various virtual try-on functionalities thatrealistically present the item during such virtual try-ons before theitem is purchased, although post-purchase virtual try-on of the jewelryitem is enabled as well. These technologies can be implementedindividually or in combination with other technologies, as disclosedherein.

For example, these technologies may include presenting a UI for apotential customer, where the UI is easy, intuitive, self-explanatory,and realistically responsive. In addition, these technologies mayinclude the UI present realistic outputs of various virtual try-ons bythe customer that make the item (e.g., a virtual earring) look close toreal photo shots. Also, these technologies may include the UI presentautomatic item scaling proportionally to an ear of the potentialcustomer (e.g., as self-uploaded from an ear selfie taken by thepotential customer), although other body parts (e.g., a face, a neck)may be used. Moreover, these technologies may include the UI operatebased on various restrictions to be set, where these restrictionsrestrict which body parts the item can be virtually tried-on and furtherwhich locations (or regions) of the body parts the item can be virtuallytried-on. Additionally, these technologies may include the UI permitmultiple items to be virtually tried-on simultaneously for a combinationof looks, while allowing easy addition/removal of items to create orcustomize various desired looks. Further, these technologies may includethe UI present detailed looks with via zooming or panning of a body part(e.g., a virtual ear) or the item, while keeping the item and the bodypart appear proportional. Additionally, these technologies may includethe UI allow various look configurations, as created or arranged by thepotential customer, to be saved or stored for later use (e.g., review)or downloaded as an image (e.g. a JPEG file, a PDF file). Also, thesetechnologies ma include the UI to enable a connection with social mediaplatforms (e.g., Facebook, Instagram) to share various created orarranged looks thereon. Moreover, these technologies may include the UIpresent different skin tones, real-time image capture, virtual try-onusing a video clip depending on the virtual object or the virtual itemor morphologies thereof or where the virtual item is virtually tried-onthe virtual object. Similarly, these technologies may include the UI bepresented on many consumer devices (e.g., a computer monitor, a desktop,a laptop, a tablet, a smartphone, a touchscreen), while also (a)integrating openly with various e-commerce and shopping platforms or (b)offering an application programming interface (API) to integrate withmultiple frontend or backend computing systems, whether of those sellingthe item or third parties.

Although this disclosure is described in context of virtual try-on ofjewelry products (e.g., an earring, a charm) on an ear, this disclosureshould not be limiting. Rather, this disclosure can be utilized for anybody part and any product to virtually try-on. As such, thesetechnologies can be applied to virtually trying-on various items (e.g.,a jewelry item, an earring, a necklace, a garment, a ring, an anklet, abracelet, a tattoo) on various objects (e.g., a human, a mannequin, ashowcase model, a body part, a head, a nose, an ear, a neck, an arm, aforearm, an upper arm, a wrist, a torso, a navel, a toe, a finger, agarment, a shoe). For example, instead of virtual earrings being triedon virtual ears, these technologies can be adapted for virtual necklacesto be virtually tried-on virtual necks or other virtual items (e.g., ajewelry item, a garment, a hat, a ring, an anklet, a bracelet, a tattoo)to be virtually tried-on on other virtual objects (e.g., a human, amannequin, a body part, a showcase model, a head, a nose, an arm, aforearm, an upper arm, a wrist, a torso, a navel, a toe, a finger, agarment, a shoe).

FIG. 1 shows an embodiment of a UI programmed for virtually trying-on avirtual earring according to various principles of this disclosure. Inparticular, the UI (e.g., a design studio UI) includes a set of userinput elements (e.g., a button, an image, a link), a virtual try-onwindow (e.g., a pane, a tile, an area), and a virtual item window (e.g.,a pane, a tile, an area). The set of user input elements includes a setof skin tone controls 1, a set of zoom controls 2, a view all control 5,a social media sharing controls 6, a set of earring selectors 7, and aset of auxiliary controls 8. The virtual try-on window presents avirtual ear 3 and a picture-within-picture (PIP) window 4 lateral orbelow the virtual ear 3 (although the PIP window 4 can be positionedexternal to the virtual try-on window above or below or lateral to thevirtual ear 3). Note that the virtual ear 3 is frontally presentedwithin the virtual try-on window. The virtual try-on window, the virtualitem window, and the set of user input elements collectively enable avirtual try-on on the virtual ear 3 (or another body part) within thevirtual try-on window of a virtual earring (or another virtual item)selected or customized within the virtual item window via the set ofuser input elements.

The virtual try-on window and the virtual item window are positionedside-by-side adjacent to each other. However, note that this positioningcan vary and the virtual try-on window and the virtual item window canbe positioned above or below or diagonal to each other. For example, theUI can be programmed to enable a user to rearrange (e.g., move) thevirtual try-on window and the virtual item window within the UI.Likewise, the virtual try-on window and the virtual item window can be asingle window.

The set of skin tone controls 1 (e.g., a set of buttons, a set ofimages, a set of links) selects a virtual skin tone on the virtual ear 3frontally presented within the virtual try-on window, where such actionoccurs responsive to the user selecting a specific skin tone control 1.The set of skin tone controls 1 is external to the virtual try-on windowand side-by-side therewith, although this positioning can vary (e.g.,internal to the virtual try-on window or above or below or diagonal tothe virtual try-on window). The virtual try-on window is positionedbetween the set of skin tone controls 1 and the virtual item window,although this positioning can vary (e.g., the set of skin tone controls1 is positioned between the virtual try-on window and the virtual itemwindow or the virtual item window is positioned between the set of skintone controls 1 and the virtual try-on window). Note that the set ofskin tone controls 1 can be omitted.

The set of zoom controls 2 (e.g., a set of buttons, a set of images, aset of links) enables the virtual ear 3 to be zoomed in or out withinthe virtual try-on window, while the virtual ear 3 is frontallypresented within the virtual try-on window, where such action occursresponsive to the user selecting a specific zoom control 2 (e.g., a plusbutton, a minus button). Note that during such zooming the virtualearring can be simultaneously zoomed as well, which may be whilemaintaining proportions or scale to the virtual ear 3 or relative to thevirtual ear 3. The set of zoom controls 2 is positioned internal to thevirtual try-on window below the virtual ear 3, but can be positionedexternal to the virtual try-on window or above or diagonal or lateral tothe virtual ear 3. Note that the set of zoom controls 2 can be omitted.

While the virtual try-on window frontally presents the virtual ear 3(left as shown), the PIP window 4 frontally presents an opposite virtualear (right as shown). The PIP window 4 is selectable (e.g., can beactivated, clicked, touched) such that the virtual 3 switches with theopposite virtual ear such that the virtual try-on window frontallypresents the virtual ear 3 (right as would be shown) and the PIP window4 frontally presents the opposite virtual ear (left as would be shown).Note that the virtual earring shown virtually tried-on the virtual ear 3(left as shown) within the virtual try-on window would be responsivelyplaced in a same location on the opposite virtual ear (right as shown)when the virtual 3 switches with the opposite virtual ear such that thevirtual try-on window frontally presents the virtual ear 3 (right aswould be shown) and the PIP window 4 frontally presents the oppositevirtual ear (left as would be shown). Note that the PIP window 4 canomitted. However, if such functionality is still desired, then bothvirtual ears can be simultaneously shown within the virtual try-onwindow and virtually trying-on the virtual earring can be simultaneouslyplaced on both virtual ears or there maybe virtual try-on windowdedicated to a specific ear. As such, virtually trying-on the virtualearring on one virtual ear 3 may or may not be virtually tried-on theopposite virtual ear.

The view all control 5 (e.g., a buttons, an image) enables simultaneouspresentation of the virtual ear 3 and the opposite virtual ear. Suchsimultaneous presentation can be within the virtual try-on window orwithin virtual try-on windows dedicated to each virtual ear. Forexample, the virtual item window may be positioned between such virtualtry-on windows, whether side-by-side, above, below, or diagonal to eachother, or one of the virtual try-on windows may be positioned betweenthe other virtual try-on window and the virtual item window, whetherside-by-side, above, below, or diagonal to each other. There may be auser control element (e.g., a button, an image) to reverse this view allfunctionality to reversibly present the UI, as shown in FIG. 1 .

The social media sharing controls 6 (e.g., a set of buttons, a set ofimages, a set of links) enables the user to share an appearance or alink to an appearance of the virtual earring being virtually tried-onthe virtual ear 3 on a social media network (e.g., Facebook, Instagram).Such sharing can include a post with an image or a screenshot of thevirtual earring being virtually tried-on the virtual ear 3. The post mayinclude some preset or default or user customizable text for the virtualearring being virtually tried-on the virtual ear 3. The social mediasharing controls 6 is presented lateral to the virtual try-on window andbelow the virtual item window. However, such presentation can vary. Forexample, the social media sharing controls 6 can be omitted or presentedabove or below or diagonal to the virtual try-on window or the virtualitem window.

The set of earring selectors 7 (e.g., an image, a graphic, an icon, atile, a text box, a dropdown menu) is presented within the virtual itemwindow for selection by the user to virtually try-on the virtual ear 3frontally presented within the virtual try-on window. The set of earringselectors 7 is presented a grid arranged by rows and columns, but thisform of presentation can vary (e.g., a carousel, a list). The set ofearring selectors 7 can be customizable by various controls (e.g.,dropdown menus, dials) presented below the virtual item window (althoughthese can be omitted). For example, these controls can populate, whichcan be dynamic or in real-time, the set of earring selectors 7 presentedwithin the virtual item window. For example, upon selection of a rightear dropdown menu, the set of earring selectors 7 can be responsivelyand dynamically increased or decreased in number based on what earringselectors 7 correspond to the right ear drop down menu.

The set of earring selectors 7 is sourced from a catalog of virtualitems (e.g., a database, a relational database, an in-memory database)that can be virtually tried-on the virtual ear 3. The catalog of virtualitems can be hosted remote from the user or local to the user. Forexample, the user may operate an application (e.g., a browser, a mobileapp, a dedicated application) running on a computing device (e.g., adesktop, a laptop, a smartphone, a tablet) and access the UI hosted on aserver remote from the computing device. At that time, the servercreates a current copy of the catalog of virtual items and then sendsthe copy to be downloaded into the application operated by the user. Assuch, the user may virtually try-on the virtual earring on the virtualear 3 seamlessly, responsively, and realistically because theapplication has access to the copy, whether the copy is stored locallyinternal or external to the application. The copy may be periodicallydeleted by the application or have an expiration date recognizable bythe application or be periodically updateable (e.g., based ondifferencing) by the application, whether via data push or pulltechniques.

The set of auxiliary controls 8 (e.g., an image, a graphic, an icon, atile, a text box, a dropdown menu) is presented lateral to the virtualtry-on window. The set of auxiliary controls 8 enable the user to accessvarious auxiliary functions. These functions can include (a) help for avirtual try-on (e.g., opens or links to a help page or file), (b) save avirtual try-on as presented within the virtual try-on window for remoteaccessing or customizing later, (c) download a virtual try-on aspresented within the virtual try-on window in a file format (e.g., a PDFfile, a JPEG file), or other auxiliary functions, as needed. Note thatthe set of auxiliary controls 8 can be less or more than shown or theset of auxiliary controls 8 can be omitted.

The UI can be presented via or on various form factors. For example, theUI can be presented in a browser running on a client in networkcommunication with a server remote from the client, where the uservirtually trying-on the virtual earring is operating the client. Forexample, the UI can be presented in a mobile app (e.g., a dedicatede-commerce app, a browser app) running on a client in networkcommunication with a server remote from the client, where the uservirtually trying-on the virtual earring is operating or physicallypresent before the client. For example, the UI can be presented in anoperating system running on a client in network communication with aserver remote from the client, where the user virtually trying-on thevirtual earring is operating or physically present before the client.For example, the UI can be presented in an application (e.g., adedicated application, a browser application) running on a computingdevice (e.g., a desktop, a laptop, a smartphone, a tablet, a wearable, asmart mirror), where the user virtually trying-on the virtual earring isoperating or physically present before the computing device. Forexample, the UI can be presented in an operating system running on acomputing device (e.g., a desktop, a laptop, a smartphone, a tablet, awearable, a smart mirror), where the user virtually trying-on thevirtual earring is operating the computing device or physically presentbefore the client.

FIG. 2 shows an embodiment of a flowchart accessing the UI of FIG. 1according to various principles of this disclosure. In particular, theUI is designed to work independently or in operative integration withthe catalog of items that can be virtually tried-on the virtual ear 3 oran e-commerce platform of choice. As per the flowchart, when the UIembodied in a web application accessible via a browser, the user mayemploy the browser to (a) visit www.mariatash.com (or another URL), (b)browse through the catalog of items at www.mariatash.com (or anotherURL), (c) navigate to an item page (e.g., a jewelry item page, anearring page, a necklace page) to see more details on www.mariatash.com(or another URL), (d) navigate on the item page to see a hyperlink tovirtually try-on that jewelry item using the UI (although in-pagevirtual try-on is possible), (d) activate the hyperlink, and (e) presentthe UI programmed to enable virtually trying-on the virtual earringcorresponding to the item page. The UI is presented within the browserwith the item chosen by the user with a choice to pick any other itemsto virtually try on from the catalog of items. Alternatively, the usercan employ the browser, access a webpage (e.g., a third party webpage)presenting a hyperlink to the UI, and activate the hyperlink to presentthe UI, where the UI can decide what item to virtually try-on on apreset or selected body part. For example, this modality can occur froma top web navigation header or through a promotional link. At thatpoint, the UI does not appear in a default location in the virtual earas if the user had arrived through an ear category page, as discussedabove. If the end user finds the item page from a search result page(e.g., Google search result page), then appearance of the UI can be sameas if the user had navigated to the UI via a not product detail page(PDP) link. But that item appearing in or linked from search resultsshould appear as a first choice of the item to select to virtuallytry-on the virtual ear. Note that the UI can be presented with nopreloaded items virtually tried-on on the virtual ear or with a choiceto pick any items listed in the catalog of items to virtually try-on orpresented as the set of earring selectors 7 within the virtual itemwindow.

FIG. 3 shows an embodiment of a computing architecture for implementingthe UI of FIG. 1 according to various principles of this disclosure. Inparticular, the UI is enabled via or executes its algorithms on bothclient (e.g., a browser) and server (e.g., a cloud server connected tointernet) environments. Separation of the algorithms may be done toimprove at least some speed of user interaction or improve updating thecatalog of items. In general, some, many, most, or all interactions thatare related to user responses are delivered within the browserenvironment (or another application), while tasks (e.g., imagemanipulation, creating new images) are executed on the server. This isalso done with the consideration of limitations of individualtechnologies as well as maintaining various compatibility with multipleplatforms, screen sizes, viewports, and browsers. Some programmingtechnologies that can utilized for the UI can include HTML/DHTML,JavaScript, PHP, MYSQL, Python, OpenCV, or others. Note that FIG. 3shows the computing architecture diagram for a hosting and executionenvironment.

The computing architecture can include a network, a server, and aclient. The server and the client are communication (e.g., wired,wireless, waveguide) with each other over the network.

The network includes a plurality of computing nodes interconnected via aplurality of communication channels, which allow for sharing ofresources, applications, services, files, streams, records, information,or others. The network can operate via a network protocol, such as anEthernet protocol, a Transmission Control Protocol (TCP)/InternetProtocol (IP), or others. The network can have any scale, such as apersonal area network (PAN), a local area network (LAN), a home areanetwork, a storage area network (SAN), a campus area network, a backbonenetwork, a metropolitan area network, a wide area network (WAN), anenterprise private network, a virtual private network (VPN), a virtualnetwork, a satellite network, a computer cloud network, an internetwork,a cellular network, or others. The network can include an intranet, anextranet, or others. The network can include Internet. The network caninclude other networks or allow for communication with other networks,whether subnetworks or distinct networks.

The server can include a web server, an application server, a databaseserver, a virtual server, a physical server, or others. For example, theserver can be included within a computing platform (e.g., Amazon WebServices, Microsoft Azure, Google Cloud, IBM cloud) having a cloudcomputing environment defined via a plurality of servers including theserver, where the servers operate in concert, such as via a cluster ofservers, a grid of servers, a group of servers, or others, to perform acomputing task, such as reading data, writing data, deleting data,collecting data, sorting data, or others. For example, the server or theservers including the server 104 can be configured for parallelprocessing (e.g., multicore processors). The computing platform caninclude a mainframe, a supercomputer, or others. The servers can behoused in a data center, a server farm or others. The computing platformcan provide a plurality of computing services on-demand, such as aninfrastructure as a service (IaaS), a platform as a service (PaaS), apackaged software as a service (SaaS), or others. For example, thecomputing platform can providing computing services from a plurality ofdata centers spread across a plurality of availability zones (AZs) invarious global regions, where an AZ is a location that contains aplurality of data centers, while a region is a collection of AZs in ageographic proximity connected by a low-latency network link. Forexample, the computing platform can enable a launch of a plurality ofvirtual machines (VMs) and replicate data in different AZs to achieve ahighly reliable infrastructure that is resistant to failures ofindividual servers or an entire data center.

The client includes a logic that is in communication with the serverover the network. When the logic is hardware-based, then the client caninclude a desktop, a laptop, a tablet, or others. For example, when thelogic is hardware-based, then the client can include an input device,such as a cursor device, a hardware or virtual keyboard, or others.Likewise, when the logic is hardware-based, then the client can includean output device, such as a display, a speaker, or others. Note that theinput device and the output device can be embodied in one unit (e.g.,touchscreen). When the logic is software-based, then the client caninclude a software application, a browser, a software module, anexecutable or data file, a mobile app, or others. Regardless of how thelogic is implemented, the logic enables the client to communicate withthe server, such as to request or to receive a resource/service from thecomputing platform via a common framework, such as a hypertext transferprotocol (HTTP), a HTTP secure (HTTPS) protocol, a file transferprotocol (FTP), or others.

Note that this disclosure describes some function in context of someopen source libraries. These libraries, their use, utility and purposeare loosely coupled with the algorithms and methods described herein andcan therefore be completely replaced or supplemented with any othersuitable open source or commercially licensed packages. For example,OpenCV can run on the server and JQuery runs in the browser. Forexample, OpenCV can run on the server and serves to generate variousgray scale models of colored images and outlines of model ear andjewelry. As such, OpenCV can be replaced or supplemented with GoogleCloud Vision API, Microsoft Computer Vision, SimpleCV, or other suitablelibraries. Likewise, JQuery runs in the browser and helps in betterunderstanding the web page structure and placement of elements, theirsizes in the web browser, and other related data. As such, JQuery can bereplaced or supplemented with multiple other libraries or even usingself-developed functions (if the need arises) to showcase the userinterface on multiple devices/screen resolutions and sizes. For example,JQuery can be replaced or supplemented with UmbrellaJS(https://umbrellajs.com), MooTools (https://mootools.net), Sancha JS(https://sencha.com), or other suitable libraries.

FIG. 4 shows the UI of FIG. 1 where the virtual earring has beendrag-and-dropped for virtual try-on according to various principles ofthis disclosure. In particular, the UI is programmed to enable thevirtual earring to be selected by the user in the virtual item window(first user selection), dragged from the virtual item window to thevirtual try-on window, and dropped over the virtual ear 3 frontallypresented within the virtual try-on window (second user selection) at avirtual location of the virtual ear 3. If where the virtual earring isdropped over the virtual ear 3 at the virtual location is programmed tobe suitable for such virtual try-on, then the virtual earring isvirtually tried-on the virtual ear frontally presented within thevirtual try-on window.

This drag-and-drop functionality can be enabled in various ways. Forexample, this drag-and-drop functionality can be enabled from an opensource library JQuery with its “draggable” and “droppable”functionalities. Further, when the UI is loaded in the browser (oranother application), the UI preloads various item information of theitem selected by the user to be virtually tried-on (e.g., from a serverremote from the browser). This item information can include productimages, variants, pricing information and all other related data that isneeded to make a successful purchase by the user if the user decides topurchase the item via or from the UI. The server or the client can alsorequest other items that are set by the administrator in theadministrator console or panel using various “administrative settings”and/or a predefined list of items or items in a specific categorydefined in the administrator console or panel. The administrator panelmay have different access settings to the UI (or any of its components)from the user.

The drag-and-drop functionality is not required for the UI and otherforms of user selection for virtual try-on are possible within the UI.For example, the UI may present a popup, a webpage, a screen, a menu, aprompt, a form, a reflexive questionnaire, a hyperlink, a button, aradio button, a knob, a dial, a wheel, a dropdown menu, a wizard, orother forms of user input that the user can activate, select, operate,navigate, or interface with in order to select the virtual earring andthe virtual location on the virtual ear frontally presented within theUI, whether such selection occurs in one action or multiple actions,whether on a per virtual earring basis, per virtual location basis, orcollectively for the virtual earring and the virtual location. Forexample, the user can select the virtual earring presented in thevirtual item window and then select the virtual location on the virtualear in the virtual try-on window or vice versa to enable the virtualtry-on of the virtual earring on the virtual ear in the virtual try-onwindow. Note that such user selection is not limited to a cursor device(e.g., a mouse, a touchpad, a trackpad) or a keyboard (e.g., a physicalkeyboard, a virtual keyboard). Resultantly, such user selection canoccur via a microphone (e.g., a voice command, an intelligent virtualassistant, Apple Siri), a camera (e.g., an optical camera, a thermalcamera, a depth camera), or any other suitable sensor (e.g., a radar, adistance sensor, a proximity sensor, a motion sensor, a LIDAR, a sonar,an ultrasonic sensor). For example, such user selection may occur viavarious touchless hand gestures or touchless finger tracking, whethercan be tracked via the camera or any other suitable sensor.

FIG. 5 shows an embodiment of a virtual ear segmented into a set ofvirtual anatomical regions according to various principles of thisdisclosure. In particular, the virtual try-on of the virtual earring onthe virtual ear can be enabled in various ways. For example, the virtualtry-on can be enabled via the virtual ear being dependent on an eararchitecture where, pictorially, the virtual ear is frontallyrepresented as “a country” segmented by a set of virtual anatomicalregions (“a set of states”) each further segmented by a set of virtualzones (“a set of counties”).

As shown in FIGS. 5 and 7 , the set of virtual anatomical regions is notidentical to each other in shape and size. As such, the set of virtualanatomical regions is not identical to each other in perimeter and area.However, this configuration is not required. For example, the set ofvirtual anatomical regions can be identical to each other in shape orsize. As such, the set of virtual anatomical regions can be identical toeach other in perimeter or area.

The set of virtual anatomical regions can include a virtual earlobe, avirtual helix, and others. Each virtual anatomical region selected fromthe set of virtual anatomical regions is further segmented into the setof virtual zones that are polygonal (e.g., square, rectangular,honeycomb, triangular) boxes that may or may not border each other atleast within that respective virtual anatomical region from at least oneside, as frontally presented. The set of virtual anatomic regions may ormay not border each other, as frontally presented.

Each virtual anatomic region selected from the set of virtual anatomicalregions has a certain number of virtual zones which may or may notborder each other from at least one side, as frontally presented. Thesevirtual zones contain or are logically associated with information abouthow far or spaced apart from to the virtual anatomical edge/physicalborder of the ear that respective virtual zone is, whichphotographic/rendered angle of the virtual item (e.g., a ring or a stud)applies to that respective virtual zone, and applies to an entire areaof that respective virtual zone.

When the virtual ear is segmented by the set of virtual anatomicalregions each further segmented into the set of virtual zones that arepolygonal to each other, as frontally presented, the virtual ear formsan ear canvas or map based on which the virtual earring can be virtuallytried-on the virtual ear, especially in a manner more realistic thancurrently known approaches to providing such functionality without suchcanvas or map. The ear canvas or map is not visible to the user duringthe virtual try-on, although the ear canvas or map may be configured tobe visible to the user during the virtual try-on. The ear canvas or mapis presented over the virtual ear. The ear canvas or map is visible tothe administrator operating the administrator console or panel whetheror not during the virtual try-on, although the ear canvas or map may beconfigured to be not visible to the administrator operating theadministrator console or panel whether or not during the virtual try-on.Note that when the UI is employed for virtual try-on on other virtualobjects, then similar canvas or map can be created or editedaccordingly. For example, such canvas or map can be formed for othervirtual objects (e.g., a human, a mannequin, a showcase model, a bodypart, a head, a nose, a neck, an arm, a forearm, an upper arm, a wrist,a torso, a navel, a toe, a finger, a garment, a shoe).

As explained above, the virtual ear is segmented into the set of virtualanatomical regions (e.g., a virtual earlobe, a virtual helix, a virtualtragus) and every such virtual anatomic region is further segmented intothe set of virtual zones, as frontally presented. In order to enable thevirtual try-on of the virtual earring on the virtual ear, a respectivevirtual earring (e.g., a database record, a file, an image, a datastructure) has a guideline or rule (due to its size and nature)corresponding to which virtual anatomical region of the virtual ear therespective virtual earring can be placed on based on which theadministrator of the UI configures possible virtual anatomical regionsfor the items, while adding the items to the catalog of items forpresentation via the UI via the administrator console or panel. Based onvarious dimensions (e.g., height, length, width) of the virtual earring,as preprogrammed by the administrator via the administrator console orpanel, the UI determines which “virtual pierceable areas” wouldaccommodate the virtual earring. The UI is enabled to understand howmuch the virtual earring can rotate before placement over or within thevirtual anatomic region or one of its virtual zones (“hotspot”) by theuser. While the virtual earring is being dragged or dropped on thevirtual ear, as frontally presented within the virtual try-on window,the UI is programmed to highlight various virtual anatomical regionsthat the virtual earring can be placed on while the virtual ear isfrontally presented within the virtual try-on window. If the userdecides to drop the virtual earring outside the set of virtualanatomical zones or the set of virtual zones (prescribed areas), thenthe UI enables or employs a magnet algorithm to find a nearestapplicable place for the virtual earring, as frontally presented withinthe virtual try-on window. This region awareness is created or modifiedby various settings in the administrator console or panel by theadministrator. The UI is programmed to understand various topology ofthe set of virtual anatomical regions and the sets of virtual zones andappears to place or virtually try-on the virtual earring on anappropriate rotational angle on the virtual ear accordingly, asfrontally presented within the virtual try-on window. This appearancecreates a realistic rendering of how the virtual earring is virtuallyworn in different parts of the virtual ear, as would be in real world.

The ear canvas or map, may be formed or edited in many ways. Forexample, there may be an image of a model ear, as frontally presented,split or segmented in multiple parts according to a respective virtualanatomical region and loaded as such into an application (e.g., abrowser). The UI loads various data related to region applicability ofthe virtual earring while loading various item information, as explainedabove, which makes the UI aware of each item's applicable regions withinthe ear canvas or map. Then, a combination of DHTML layers and scripts(e.g., JavaScript) use a position of a cursor (e.g., a mouse, atrackpad, a touchpad, a stylus, a finger) to highlight variousapplicable regions for the virtual earring. Note that FIG. 5 shows thevirtual ear being split or segmented into several virtual anatomicalregions, a virtual earlobe anatomical region, and a virtual helixanatomical region, each as frontally presented.

FIG. 6 shows an embodiment of a virtual ear segmented into a set ofvirtual zones according to various principles of this disclosure. Asexplained above, each virtual anatomical region is further segmentedinto the set of virtual zones. As shown in FIG. 6 , a single zone is arectangular (but can be square or polygonal or triangular ornon-rectangular) area where the virtual ear can be virtually pierced inorder to virtually insert the virtual earring in the virtual ear orvirtually try-on the virtual earring on the virtual ear, as frontallypresented. Each such zone is mapped to a virtual anatomical region. Ifthe item can be placed in or over or virtually tried-on at a virtualanatomical region, then the item can be placed (e.g., dragged over) onany of its assigned zones. For simplification, the set of virtual zonesare sub-parts of each virtual anatomical region, as frontally presented.

For example, there may be a total of 919 zones (although more or less ispossible as needed for more or less granularity). Further distributionof virtual zones to virtual anatomical regions can be: tragus virtualanatomical region=1-33 virtual zone number, earhead virtual anatomicalregion=34-77 virtual zone number, helix virtual anatomical region=78-186virtual zone number, rook virtual anatomical region=187-387 virtual zonenumber, Tash Rook virtual anatomical region=388-417 virtual zone number,contra conch virtual anatomical region=418-483 virtual zone number,earlobe virtual anatomical region=484-723 virtual zone number,anti-tragus virtual anatomical region=724-782 virtual zone number, conchvirtual anatomical region=783-915 virtual zone number, and daith virtualanatomical region=916-919 virtual zone number. Note that this isillustrative and there can be more or less virtual zones, depending ongranularity desired.

In terms of virtual size, each virtual zone selected from the set ofvirtual zones are about 1 millimeter per side, as suitably scaled, or inarea or perimeter (but can be greater or lesser). Although each virtualzone selected from the set of virtual zones can be identical in size andshape to each other, as frontally presented, this is not required andvarious virtual zones selected from the set of virtual zones can beidentical and non-identical to each other in shape or size, as frontallypresented. Each virtual zone selected from the set of virtual zones ismapped to a product angle, which means whenever any item is placed on orin or virtually tried-on at this virtual zone, as frontally presented,the UI is programmed to cause the item to appear to rotate to virtualzone angle realistically suitable for that virtual zone. The item can beplaced “anywhere” in a respective virtual zone, eventually which meansthat an ear can be pierced anywhere within an area enclosed within thatvirtual zone. If the item is dropped out of a respective pierceablearea, then a magnetic effect is applied to cause the item to attract orsnap to a nearest realistically suitable zone (e.g., based on smallestpixel distance thereto). The set of virtual zones is not visible to theuser (but can be). The set of virtual zones is predefined in the UI, asset or programmed within the administrator console or panel by theadministrator, and preloads with various specified regions. Note thatvarious HTML, CSS, and JavaScript technologies may be combined to enableplacement of the item in appropriate virtual zones.

FIG. 7 shows an embodiment of a virtual ear segmented into a set ofvirtual anatomical regions and a set of virtual zones within the set ofanatomical regions according to various principles of this disclosure.Note that each colored area corresponds to a different virtualanatomical region of the virtual ear, where each virtual anatomicalregion is further segmented into the set of virtual zones, as describedabove.

FIG. 8 shows an embodiment of a virtual earring appearing as beingrotated in an XZ plane according to various principles of thisdisclosure. FIG. 9 shows an embodiment of a virtual plane for rotationof an earring according to various principles of this disclosure. Inparticular, the UI is programmed such that the virtual earring appearsto change in rotational angle within the UI (e.g., during or after adrag-and-drop operation or a user selection) depending on where thevirtual location for virtual try-on is located on the virtual ear withinthe UI. This may be enabled in various ways. For example, each virtualzone, as explained above, may correspond to a specific rotational angle(e.g., on an X-Y-Z plane) of the virtual earring, depending on thevirtual earring selected by the user (first user selection). Eachvirtual earring may have various images associated therewith. Theseimages depict that virtual earring from various different rotationalangles. Each virtual zone may be associated with a different image forthe virtual earring selected to be virtually tried-on. Therefore, whenthe user selects the virtual earring to be virtually tried-on at thevirtual location of the virtual ear, the UI identifies a respectivevirtual anatomic region containing the virtual location, a respectivevirtual zone within the respective virtual anatomic region containingthe virtual location, identifies a corresponding image for therespective virtual zone, and presents the corresponding image of thevirtual earring selected for that virtual try-on, as explained above.Since each virtual zone corresponds to a specific image with a specificrotational angle for the virtual earring selected for that virtualtry-on, the virtual earring is thereby enabled to orientationallyappropriate present itself in a manner more realistic that currentlyknown approaches to providing such functionality. Therefore, variousrotation angles specified by various allocated virtual zone are used torotate the virtual earring, as selected for virtual try-on. For example,based on the virtual earring shown in FIG. 8 and the virtual plane shownin FIG. 9 , a rotational angle in the XZ plane of −12 deg, −6 deg, 0deg, +6 deg & +12 deg can be used for virtual studs, while a rotationalangle in the XZ plane of −24 deg, −18 deg, +18 deg & +24 deg can be usedfor virtual rings. Note that these angles are illustrative and can bemodified as needed based on virtual earring type, morphology, and otherparameters.

FIG. 10 shows an embodiment of a set of virtual zones corresponding to aset of rotational angles for rotating a virtual earring with a studaccording to various principles of this disclosure. Note that there arevarious photographic angles for the virtual earring with the stud. Asshown in FIG. 10 , green rectangles use 0 deg studs in the XZ plane,blue rectangles use 6 deg studs XZ plane, and black rectangles use 12deg studs in the XZ plane. Therefore, FIG. 10 shows various zone-to-itemrotation angles mapping for the virtual earring with the stud.

FIG. 11 shows an embodiment of a set of virtual zones corresponding to aset of rotational angles for rotating a virtual earring with a ringaccording to various principles of this disclosure. Note that there arevarious photographic angles for the virtual earring with the ring. Asshown in FIG. 11 , blue rectangles use 18 deg rings in the XZ plane andblack rectangles use 24 deg rings in the XZ plane. Therefore, FIG. 11shows various zone-to-item rotation angles mapping for the virtualearring with the ring.

FIG. 12 shows an embodiment of a set of virtual zones corresponding to aset of rotational angles for rotating a virtual earring with a daithring according to various principles of this disclosure. Note that thereare various photographic angles for the virtual earring with the daithring. As shown in FIG. 12 , there may be a daith ring rotation angle +6deg. Therefore, FIG. 12 shows various zone-to-item rotation anglesmapping for the virtual earring with the daith ring.

FIG. 13 shows an embodiment of a virtual earring with a set ofrotational angles that are different from each other according tovarious principles of this disclosure. In particular, the virtualearring shown on left has a sample virtual try-on in the virtual helixanatomical region at a rotational angle of 0 deg. The virtual earringshown on right has a sample virtual try-on in the virtual tragusanatomical region at a rotational angle of 12 deg. The UI may applyrotational angle in various ways. For example, there may be a logichaving a pseudocode:

Procedure applyRotation( ):  1. hotspot ← The current hotspot where theitem is placed (e.g. user drag and  dropped, user clicked or otherwiseselected)  2. productType ←get the type of current item placed (e.g.type data related to  data record of item being currently viewed)  3.angle := hotspot.getRotationAngleFor (productType based on hotspot)  4.newProductImage← Get the product image for angle  5.update_product_image (newProductImage)  6. return

FIG. 14 shows an embodiment of a section of a UI programmed for mappinga virtual earring to an anatomic region selected from the set ofanatomical regions of FIGS. 5-7 according to various principles of thisdisclosure. In particular, the UI may employ a magnetic effect. FIG. 15shows an embodiment of a flowchart for enabling a magnetic effectaccording to various principles of this disclosure. In particular, thevirtual ear is mapped with the virtual anatomical regions to specifywhere a specific virtual earring can be virtually positioned/placed orotherwise virtually tried-on. These virtual anatomical regions arepreconfigured in the administrator console or panel and then applied toeach individual virtual earring based on the virtual location/positionthat virtual earring can be worn at. The UI, as part of its loadingprocess, preloads this information along with various virtual earringdata. Some virtual anatomical regions on the virtual ear can behighlighted as the user drags and tries to place the virtual earring onthe virtual ear. If the user places or attempts to virtually try-on thevirtual earring on the virtual ear, but not exactly on a particularvirtual zone, as described above, then the virtual earring isautomatically moved to a nearest virtual zone, i.e., those virtual zonesvirtually attract the virtual earrings thereto and thereby enabling themagnetic effect. The nearest virtual zone can be based on a rectilinearpixel distance between where the user places the virtual earring and aborder, whether inner or outer, or the central point or the non-centralpoint of the nearest virtual zone. Having the virtual earring positionedover or on the virtual zone enables or helps the UI to know its exactcurrent image zone location and relative position to different parts ofthe virtual ear (which can be equally important and utilized in multipleother computations as listed in subsequent sections).

As shown in FIG. 15 , the ear map or canvas used to place the virtualearring is location-sensitive. As soon as or responsive to the virtualearring entering the ear map or canvas area over the virtual ear (inbackground), the UI starts tracking where the virtual earring is locatedover the ear map or canvas over the virtual ear. As the drop (orpositioning) event is identified, the UI accesses a list of pre-definedvirtual zones, as explained above, and runs various real-timecalculations to identify the nearest virtual zone, which can be based onthe rectilinear pixel distance between where the user places or drops(or positions) the virtual earring and the border, whether inner orouter, or the central point or the non-central point of the nearestvirtual zone. The virtual earring is then moved to place on the hotspotby adjusting the drop coordinates, which can be with an animation effectof movement. This magnetic functionality may be written using JavaScriptor may run in a browser environment, although other languages orenvironment can be used as well. The UI may apply the magnetic effect invarious ways. For example, there may be a logic having a pseudocode:

Procedure getNearestPossibleHotspot( ):  1. x,y ←The current coordinatewhere the item is dropped (or positioned). For example, the currentcoordinate can include a virtual zone identifier or an X-Y coordinate. 2. nearestZone ← Initialize first virtual zone  3. nearestDistance ←Assign distance between first virtual zone and x,y coordinates  4. foreach zone do  zoneX, zoneY ← The coordinate of zone  if (x,y) lies withzone do   a. return currentZone  end if  distance = √{square root over((zoneX − x)2 + (zoneY − y)2)}  if distance < nearestDistance do   b.nearestZone ←Current virtual zone   c. nearestDistance ←distance  end if 5. end for  6. return nearest Zone

FIG. 16 shows an embodiment of a virtual ear segmented into a set oflayers according to various principles of this disclosure. FIG. 17 showsan embodiment of a set of layers of a virtual ear according to variousprinciples of this disclosure. FIG. 18 shows an embodiment of a virtualear without a tucking effect and with a tucking effect during a virtualtry-on according to various principles of this disclosure. Inparticular, the virtual ear includes a set of depth areas where the itemcan be positioned (e.g., dropped). As such, the UI may be programmed toappear as if a portion of the item in these depth areas is dynamicallyhidden or dynamically unhidden. The UI is programmed to make positioningof the item appear more realistic by knowing which depth portions andhow much of the item can appear to be dynamically hidden under unevenpockets of the virtual ear and hides those portions of the item via thedepth portions as the user virtually tries find a desired placement fora desired look of the item being virtually tried-on. As the item ismoved (e.g., positioned, repositioned, dragged-and-dropped) to otherportions of the virtual ear, which may not be necessarily hiding anyparts of the item, then the UI adjusts the desired look accordingly.

The UI can be programmed to dynamically hide and dynamically unhide theportion of the virtual earring in various ways. For example, to map theset of depth areas, the virtual ear, as shown in FIG. 16 , is cropped inmultiple regions of various depths. There are various regions (e.g., 2,3, 4, 5, 6, 7, 8, 9, 10 or more) in which the virtual ear is segmented,as shown in FIG. 17 . These regions are different layers that are usedto achieve such functionality. Each of these layers is set with anopacity to hide various objects underneath or overlaid in certain areas.Layers also have predefined boundaries that limit at least some movementof the objects, which offers at least some feel of the item beingpocketed in certain parts of the virtual ear.

The item may be overlaid over or tucked into the set of depth areas ofthe virtual ear. As shown in FIG. 17 , an image depicting the virtualear into different layers so that the item can get sandwiched betweenthese layers. As shown in FIG. 18 , the virtual earring shown right leftis presented without a tucking effect into any depth areas of thevirtual ear, whereas the virtual earring shown on right is presentedwith the tucking effect into at least one of depth area of the virtualear. The UI may apply dynamic tucking and dynamic untuckng angle invarious ways. For example, there may be a logic having a pseudocode:

Initialize: tuckingBoundaries ←Initalize the boundaries for all tuckingareas in the virtual ear    with x,y coordinates. ProcedureperformProductTucking( ):  1. productBoundaries ← Get the itemboundaries after the item is dropped or positioned on the virtual ear 2. appliedLayer ← Get the current layer from the allocated virtual zone 3. if productBoundaries crossed tuckingBoundaries do  i. revert toprevious position  4. else  ii. sandwich the item in layers usingz-index  5. end if  6. return

FIG. 19 shows an embodiment of a virtual gravity effect being applied toa virtual earring virtually tried-on a virtual ear according to variousprinciples of this disclosure. The UI is programmed to enable thegravity effect for the virtual earring. The gravity effect occurs whenitem virtually falls down due to its perceived virtual weight. Forexample, when the virtual earring includes a ring placed or positionedon the virtual ear, the ring falls down to provide more realism. Thering virtually falls down only when there is space available between anouter edge of the virtual ear and an outer edge of the ring. This falloccurs only to a level until the ring virtually touches or contacts thevirtual ear (e.g., virtual skin).

The gravity effect may be implemented in various ways. For example, whenthe ring is virtually placed or positioned onto the virtual ear, thering starts completely horizontally and then starts virtually fallingdown (e.g., pivoting, rotating) until the ring virtually touches orcontacts the virtual ear. The gravity effect may be developed inJavaScript. As shown in FIG. 19 , the virtual earring shown on left isvirtually tried-on with the gravity effect, in contrast with the virtualearring shown on right, which is virtually tried-on without the gravityeffect. The UI may apply the gravity effect in various ways. Forexample, there may be a logic having a pseudocode:

Initialize: earBoundary ←Initalize the boundary of the virtual ear withx,y coordinates. Procedure applyGravity( ):  1. ringBottomPoint ←Get thebottom point of ring from where material starts  2. piercingPoint ←Getthe point where the virtual ear is pierced to put ring  3. gravityAngle:= NULL  4. while gravityAngle is NULL do  a. spin ringBottomPointtowards outer ear boundary  b. if ringBottomPoint crossed earBoundary doi. gravityAngle := spinAngle ii. exit while loop  c. end if  5. endwhile  6. Spin the ring by gravityAngle  7. return

FIG. 20 shows an embodiment of a size of a virtual ear for proportionaccording to various principles of this disclosure. FIG. 21 shows anembodiment of a flowchart for resizing an image of an ear for subsequentuse according to various principles of this disclosure. In someembodiments, since the virtual ear is an image, the virtual ear may notproperly reflect an actual size of a real ear, just like the item to bevirtually tried-on. As the size of the image (e.g., a photo) is notproportioned to an actual size of the real ear, various techniques canbe performed to pre-process the image to the actual size. The size ofthe virtual ear can stay fixed in millimeter (even though in zoom andpan functions the size increases in the proportionate size). Foraccurate sizing, the actual ear depicted in the image is considered forproportion. The size of the ear is specified as 57.5 mm in height(although this sizing can vary). There is no specific need of knowingthe width. Any one from height/width is enough, since this is desired tohave an idea about dimension conversion ratio from millimeter to pixels.At the most zoomed out level, the respective proportion of ear in pixelscan be 218 px. i.e. about 1 mm is equal to 218/57.5 P-1 3.8 px (althoughthis can vary). There may be a total 16 zoom stages (although this canvary). These stages range from level 1 to level 2.5 with a zooming rateof 0.1 i.e. 10% each mode. The default zoom level is 1.8 when the UI isloaded first (although this level can vary). In the administratorconsole or panel, there is a form or a user input element to offer theadministrator to input the item's dimensions height or width inmillimeters (mm). This measurement of about 1 mm P-1 3.8 px at zoomlevel 1 is used to scale the item proportionally into pixels. Theformula used to determine the item scale is: Size in pixels=Size inmm*3.8*Current Zoom Level.

As explained, in some embodiments, the lowest zoom level can be 1 andhighest is 2.5 (although these levels can vary as needed). Each zoom isincremented by 0.1 i.e. by 10% (although these increments can vary asneeded). Therefore, the zoom values would be 1.0, 1.1, 1.2, 1.3 . . . ,2.4 & 2.5. Resulting into a total 16 stages. The image of the item isthen processed to remove the background and scaled to the proportionatesize according to the virtual ear. Note that various techniques canpre-process these scaled version of images for immediate access to theuser using the UI, while a different set of images may be used toshowcase the item display in search and product detail pages. As shownin the flowchart of FIG. 21 , the image of the item is scaled to thecorrect size by taking in the measurements of the item entered by theadministrator via the administrator console or panel, while adding theitem and proportionately adjusting the size of the item. Resizing imageswith an added dimension of proportion ensures the item size remainsrealistic and the user can pick and choose from the different sizes ofthe same item based on their preference.

FIG. 22 shows an embodiment of a virtual earring being virtuallytried-on with a drop shadow and without a drop shadow during a virtualtry-on according to various principles of this disclosure. Inparticular, once the item is placed or positioned on the virtual earwith the clear background and size, sometimes, the item may stillappears to be fake or as two images stapled on each other as such.Therefore, natural look of the item placement can be achieved via addingnatural light the shadows to the item and around the item. The shadowsmay be placed with a presumed source of light and its impact so multipleitems positioned on the virtual ear reflect similarly. There can be twotypes of shadows that are related to the item. The first one is areflection of a virtual skin tone on the item and second one is theshadow to item on the virtual ear. The shadow on the virtual ear can beprogrammed in a system for five different static virtual skin tones(although more or less is possible). Depending on the virtual skin toneselected, the shadow may vary. Each shadow can have different color,shadow movement, and spread. For example, there can be a presumed lightsource and for 2d images there may be one light source in a studio forcreating 2d images of the item rotationally angled differently, asdescribed above. However, for 3d images, there may be multiple lightsources in the studio for creating 3d images of the item rotationallyangled differently, as described above.

These forms of shadowing can be implemented in various ways. Forexample, when the image of the item is placed or positioned on thevirtual ear, a JavaScript algorithm detects its coordinates as the UIinterface is location aware. The shadow may differ for each virtual skintype and colors may be different per virtual skin tone. Each virtualskin tone may have a unique shadow, hue/color, density (opacity),position/placement (top, left, right, and bottom) or othercharacteristics.

If the UI is programmed to enable the user to upload an image depictingthe user's own ear (e.g., a selfie from a webcam, a smartphone camera, atablet camera, a laptop camera, a smart mirror camera), then the UI willapply dynamic shadow depending on the virtual skin tone detected withinthe ear depicted in the image. When the item is placed or positioned onthe virtual ear, there will be a snap or section of the virtual skinsurrounding the item. The virtual skin tone can be obtained from thisskin snap or section, which may be via an average skin hex orhexadecimal color code. Once the average skin tone hex or hexadecimalcolor code is obtained, then the relative shadow color will be appliedto the item. The image depicting the user's own ear may be scanned forthe virtual skin tone, based on pixels. The UI may be programmed toapply reflections, lights, and shadows on the item, from the virtualskin. For example, a reflection of the virtual skin may be applied onthe metal (or non-metal) surface of the item. The virtual skin tone maybe dynamically selected by reading the average hex or hexadecimal colorof the virtual skin region around the item virtually tried-on thevirtual ear. As shown in FIG. 22 , the virtual earring shown on right isgiven the drop shadow to make the virtual earring appear more real anddimensional, whereas the virtual earring shown on left presents thevirtual earring without the drop shadow.

FIG. 23 shows an embodiment of a virtual earring being virtuallytried-on as not recommended (although possible) or impossible during avirtual try-on according to various principles of this disclosure. FIG.24 shows an embodiment of a virtual earring being virtually tried-on asrecommended or possible during a virtual try-on according to variousprinciples of this disclosure. In order to create various looks orcompare and contrast various looks or items, the UI is programmed tohave awareness of positioning of multiple items. The user of the UI isfree to add as many items as desired to enable the user to come up witha desired look that the user would like to see (although this number ofitems may be capped at a preset amount). Therefore, the UI allows addingmultiple items as well as adding the same item multiple times on thevirtual ear. If the item is selected and then placed or positioned onthe virtual ear, then no other item should be able to be placed on topof that item (although that is possible). Some techniques may be used torestrict placement or positioning of the items by the end user on top ofone another and if the items are tried to be placed on one another overthe virtual ear, then these techniques may use the magnetic effect, asdescribed above, to move the newly added item to the nearest possiblelocation such that the newly item is not placed or moved on top of theold item that is already being virtually tried-on on the virtual ear.

This awareness of positioning of multiple items may be implemented invarious ways. For example, each time the item is placed or positioned onthe virtual ear, a script (e.g., JavaScript) keeps track of the virtuallocation of the placement or positioning and the virtual zone. Thescript stacks the virtual locations and on the event of the item dropevent, the virtual location is validated for its overlapping on anyother item. The script may then call or invoke the magnetic effect tofind the nearest possible placement for the item, knowing variousconstraints of the virtual anatomical region placements, based on theear canvas or map.

FIG. 25 shows an embodiment of a virtual ear being shows as a left earand a right ear during a virtual try-on according to various principlesof this disclosure. In particular, the UI is programmed to present aleft frontal view of the virtual ear or a right frontal view of thevirtual ear. The user may be allowed to place the items on both rightand left virtual ears, as presented frontally within the virtual try-onwindow, based on the user's preference. The user can switch the viewbetween the left and right virtual ears by clicking on selection button(or another user input visual element) in the UI of a preferred ear tovirtually try-on item. While accounting for reversal, mirroring, orsymmetry, both views (left and right) of the virtual ears are mappedwith the exact same zones, sizes and all other required configuration tooffer the accurate placements, as described above. When switching overfrom the right view to the left view or vice versa, the UI may or maynot automatically place or position the item the user is currentlyvirtually trying-on onto the corresponding spot on the newly switchedview of the virtual ear. For example, the UI can offer the freedom toplace and work with different items on different virtual ears, asneeded. The different virtual ears may or may not be simultaneouslypresented. As shown in FIG. 25 , there are different items added on thevirtual left ear view and the virtual right ear view, although same ispossible, as explained above.

Such switching between the left frontal view of the virtual ear or theright frontal view of the virtual ear may be implemented in variousways. For example, various scripts (e.g., JavaScript) managing theplacements, drag, drop, pan, move, zoom and other techniques includingthe magnetic effect, the virtual zone management, and others, areconfigured differently with the each ear but can be similarly configuredas well. With these two sets of data, depending on the switch the usermakes, the data set changes for all calculations and placements. Forexample, the item images of different views can be correspondinglyreversed for different ear images. For example, since each virtual earview provides similar functionality, there may be a shared corealgorithm to virtually try-on items on both virtual ear views, but withdifferent data sets for different virtual ears. For example, thedifferent data sets may be from the user, where the virtual right earview and the virtual left ear view don't have to be symmetrical to eachother but can be. The UI may apply virtual ear view switching in variousways. For example, there may be a logic having a pseudocode:

Procedure performLeftRightSwitch( ):  1. NewSide ← Get the ear side tobe switched  2. Change the Ear Image in the dashboard  3. Update allvirtual anatomical region area for new ear  4. Update all virtual zonesfor new areas  5. Remove all added items for OldSide  6. Update allpreviously added items for NewSide  7. return

FIGS. 26-27 show an embodiment of a virtual ear being zoomed during avirtual try-on according to various principles of this disclosure. Inparticular, the user is offered the zoom functions through + and − iconson the UI (although other icons can be used). The + function enlargesthe size of the virtual ear and the − function reduces the size. Defaultzoom is set at 0, which means that is the smallest view the user canhave. There are 7 zoom levels (or more or less), each one enlarges theview bit further than the previous one.

Such zooming functionality can be implemented in various ways. Forexample, the zoom level is one such parameter as the virtual left earview or the virtual right ear view. The zoom level functions as a switchwhich adds a multiplier to all placements and calculations. As the userpresses the zoom button, the UI increases the height and width of thevirtual ear in proportion and the currently placed item as well. Moreso, the UI also recalculates the pixels at which the item will be placedin a zoom view, new boundaries for the zones, and so forth. When theitem is being placed or positioned while the zoom function is on, themultiplier acts as a base for calculating the accurate size of the itemin the zoom setting. Note that the size in pixels=size in mm*3.8*currentzoom Level. As shown in FIGS. 26-27 , the virtual ear is zoomed in from100% to 250% and the item is proportionally scaled or resized as well.The UI may apply zooming in various ways. For example, there may be alogic having a pseudocode:

Procedure updateZoomLevel( ):  1. newZoomLevel ←Get the new zoom levelto be applied  2. Calculate & update Ear image size for new zoom level   a. newSize = InitialSize * zoomLevel ... Eq (1)  3. Calculate &update virtual anatomical region sizes for new zoom level (using eq. 1) 4. Calculate & update virtual zone sizes for new zoom level  5.Calculate & update item sizes in the virtual ear  6. return

FIG. 28 shows an embodiment of a virtual ear being panned or movedduring a virtual try-on according to various principles of thisdisclosure. In particular, the UI may be programmed to enable panning ormoving. When the virtual ear is zoomed in, the user may want to pan(move) the virtual ear to see other areas of the virtual ear. The usermay be offered a way to move the virtual ear within the virtual try-onwindow when zoomed in. The user may drag the virtual ear and startmoving top-down or sideways. All the items, virtual anatomical regions,and the virtual zones automatically move when the user moves the virtualears. For example, when the user drags the virtual ear within thevirtual try-on window, the relative moment is recorded by the UI suchthat other contents in corresponding virtual anatomical regions, virtualzones and previously placed items also is moved accordingly. Thisfunctionality may be implemented in various ways (e.g., JavaScript). TheUI may apply this panning or moving in various ways. For example, theremay be a logic having a pseudocode:

Procedure performPanning( ):  1. movementX ←Get the number of pixelsdragged in X axis  2. movementY ←Get the number of pixels dragged in Yaxis  3. Reposition Ear image by movementX and movementY  4. RepositionRegions by movementX and movementY  5. Reposition Zones by movementX andmovement  6. Reposition products in ear by movementX and movementY  7.return

FIG. 29 shows an embodiment of a virtual earring being spun responsiveto a user input over a virtual ear relative to the virtual ear during avirtual try-on according to various principles of this disclosure. Inparticular, when the virtual earring with a stud is placed or positionedover the virtual ear, the user may want to spin the item to see how thatstyle would look. The users are provided with a popup or menu orsidebar, whether over or not the virtual try-on window, with a userinput element (e.g., a spinner, a rotate wheel, a knob, a dial)programmed to enable the virtual earring to spin about the stud onceplaced or positioned over the virtual ear. For example, the rotate wheelcan be provided to the user where the user can spin the virtual earringto any desired angle desired, whether clockwise or counterclockwise.Note that the UI is programmed such that if the virtual earring is spunand resultantly extends beyond a tucking restriction of a specifiedarea, as described above, then the spin may be reverted to best possiblespin angle such that the virtual earring does not appear to puncture orhurts the virtual skin.

The spinning functionality can be implemented in various ways. Forexample, the spinning functionality can be handle by a script library(e.g., a JavaScript library). When the virtual earring is spun, the UImay be programmed to check if any part of the virtual earring crossesthe tucking area, as explained above, if not, then the spin angle isallowed, else the spin angle is reverted back to previous spin angle.The UI may apply this spinning in various ways. For example, there maybe a logic having a pseudocode:

Procedure perform Spinning( ):  1. currentSpinAngle ←Get the currentspin angle of item  2. spinAngle ←Get the spin angle to be applied  3.Apply the specified spinAngle to the item  4. Validate the new itemcoordinates are not crossing the tucking boundaries  5. If boundary iscrossed then    a. Revert the spinAngle to the currentSpinAngle  6.return

FIG. 30 shows an embodiment of a virtual ear changing in a virtual skintone during a virtual try-on according to various principles of thisdisclosure. In particular, the UI is programmed to enable the user toselect the virtual skin tone from a specific range of skin tones in theUI. When the user chooses the appropriate virtual skin tone, the earimage may be changed to match the selected virtual skin tone (e.g., newimage, filter) or the virtual skin tone may change without changing theear image. Selecting the virtual skin tone does not affect the placementof item and all placed items stay in the same place. The shadow of theitem may get changed to match the selected virtual skin tone. When theuser selects the virtual skin tone, the corresponding skin image may becalled from the server and updated on the UI or the virtual skin tonemay change without changing the ear image. The new shadow settings forthe selected virtual skin tone can also be applied to the item.

The UI may also be programmed to save the look, as formed or edited bythe user in the UI. When the user is satisfied with the various itemplacements, the user may want to save that virtual workspace to modifylater or to show to another person. The UI may be programmed to enablethe user to save the look into a user's account associated with the UIor a platform providing the UI or an e-commerce platform for the sellerof the item. This form of saving the virtual workspace may be enabled invarious ways. For example, when the user clicks an input element for thesave option, all the added items with its locations (e.g., coordinatesbased on the ear canvas or map) are saved in the user's account. Theuser could login to the account later and resume the process whendesired. The virtual workspace may be cleared after a preset time period(e.g., 3 days, 2 weeks, 1 month).

The UI may be programmed to enable collaboration on the look, as formedor edited by the user in the UI. The users may want to seek someone'ssuggestion in placing the item. The user may want to share an editableversion of the virtual workspace. The UI may be programmed to enable theuser to share the editable virtual workspace with some other user forthat other user to read, write, delete, or other computing functions.This functionality can be implemented in various ways. For example, thisprocess can be handled by a script (e.g., JavaScript) and a databasestoring the virtual workspace and managing access, as disclosed herein.The database may also store the catalog of items, as described above.The user will first save the current virtual workspace and then couldshare that workspace, as saved, with the other user (e.g., via email,text message, social media post). The other user may receive a link tothis workspace where that other user could activate the link, access theshared virtual workspace, and edit therein as needed. These edits can bemanually or periodically saved (e.g., every 1 minute, every 30 seconds).These edits can be visible to all the collaborators in real-time.

The UI may be programmed to enable the user to download the look. Whenthe user is satisfied with the various item placements, the user maywant to save the whole look into file (e.g., a PDF file, an image file).The UI may be programmed to present a user input element (e.g., abutton, a hyperlink) to be activated by the user in order for the userto save the look into the file and then download the file onto theuser's computing device (e.g., a desktop, a laptop). This downloadfunctionality may be implemented in various ways. For example, when theuser clicks the user input element for the download option, a new imageis created with the look, as created or edited by the user, and all therelevant visual elements, including the virtual ear, items, and soforth, are added into the file. Then, the file then gets downloaded tothe user's browser.

The UI may be programmed to enable the user to share the look on varioussocial media networks. When the user is satisfied with the various itemplacements, the user may want to share the look, in part or in whole,with their friends via email or social media handling. The UI may beprogrammed to have a hyperlink to enable such sharing from the UI. Thissocial sharing functionality may be implemented in various ways. Forexample, when the user clicks a user input element (e.g. a button, ahyperlink) for the share option, the UI has a new popup appear promptingthe user to select a sharing method (e.g., email, Facebook, Instagram).When the user selects the method, a third party system is opened or athird party API is called or invoked to perform a corresponding socialmedia login and then the look is posted from the user's account. Notethat the UI or its underlying system may or may not store usercredential for the sharing method.

As explained above, various technologies described herein enable theuser to more accurately or realistically virtually try-on or preview orsimulate various jewelry items (or other wearables) on the virtual ear,body, or skin. Likewise, various technologies described herein enablethe user to virtually try-on or preview or simulate various jewelryitems (or other wearables) in various virtual piercing locations thatthe user may not yet have and the user may thereby be enabled to planfuture real piercings. Similarly, various technologies described hereinenable the user to custom-size virtual jewelry items (or otherwearables). For example, after uploading an image of the user's own earwith current piercings (e.g., via a smartphone camera, a tablet camera,a webcam camera, a dedicated camera), the server may process the imagevia various computer vision techniques (e.g., object detection, edgedetection, color contrast, depth detection) and identify (e.g., detect,recognize) the current piercings for accurate sizing of the jewelryitems to be virtually tried-on or previewed or simulated. This can beachieved in multiple ways. For example, one way this can be achieved isby recognizing various pictorial characteristics of a piercing/divot onthe ear of the image uploaded by the user. For example, there can becalibrating the scale of the ear depicted in the image to the UI.Knowing the user's current piercings, as identified, and the relativescale of the ear of the user depicted in the image, especially thedistance between the current piercings and the edge of the ear of theuser depicted in the image, allows the UI to output suggestions (e.g.,text, images, sound) based on where the current piercings (e.g., divot,hole) are virtually located in the ear of the user depicted in theimage. For example, the server can detect the hole (or its surroundingarea) seen in the divot/dimple in the skin of the ear of the userdepicted in the image in relation to the outer edge of the ear anatomy,as shown in the image. When the user places or positions a new itemimage on or over the uploaded ear image, as now depicted as the virtualear, in order to virtually try-on or preview or simulate the new itemover the virtual ear, as formed from the ear depicted in the imageuploaded by the user, then the item (e.g., a virtual earring with a ringpattern) that are depicted may be placed more realistically and“snugness” of the item (e.g., a virtual earring with a ring pattern)would be measured accurately for the user's own unique ear patterndepicted in the image, as uploaded by the user. Likewise, unique stylingsuggestions can be made for the user.

As explained above, various technologies described herein enable virtualtry-on or preview or simulation more realistically than currently knownapproaches to providing such functionality. For example, unlike some ofsuch approaches, which may allow the user to virtually try-on the itemon the earlobe image in one fixed location over the earlobe image,sitting in one orientation, various technologies described herein enablethe user to virtually try-on or preview or simulate the item because theuser can drag-and-drop (or otherwise select the item and the virtuallocation) the item onto some, many, most, all, or any pierceable area onthe ear image. Further, unlike some of such approaches, varioustechnologies described herein enable virtual try-on or preview orsimulation that renders the item image realistically on the virtual eartaking into consideration virtual gravity effects, virtual earmorphology, volume, and scale. Additionally, unlike some of suchapproaches, various technologies described herein enable for customizedvirtual try-on or preview or simulation of the item (e.g., spinning theitem over the virtual ear). Moreover, unlike some of such approaches,various technologies described herein enable the user to place orposition the virtual earring with a stud over the virtual ear and spinthe virtual earring to some, many, most, all, or any desired angle (justas the user may in real life with a real stud being worn in the user'sear) The UI enables the virtual earring to be virtually tried-on orpreviewed or simulated, while accounting for its scale and boundaries.For example, the virtual earring may avoid rotating beyond apredetermined boundary. For example, if the earring would not rotate inreal world due to hitting or contacting the skin, then such state ofbeing may be virtually mimicked in the UI. As explained above, suchfunctionality may be enabled via some, many, most, all, or anyboundaries of flaps and ridges of the virtual ear being mapped. Also,various technologies described herein enable the UI to be programmed topreclude placement or positioning (e.g., drag-and-drop) of certain typesof virtual earrings (e.g., with studs) for virtual try-on or preview orsimulation over certain virtual locations over the virtual ear sincethose may not be possible in the real world. For example, if the userwanted to select a width of a virtual stud and tried to place orposition that stud image in the conch area of the virtual ear and, dueto the width, the virtual stud was too large to fit, as would be in thereal world, then the stud image would magnetically snap to the closestlocation to that selected where the virtual could fit, as explainedabove. For example, this magnetic snap may be enabled because the UIunderstands the width of all of the folds and crevices in the mappedtopology of the virtual ear, as preprogrammed in advance. In addition,various technologies described herein enable a virtual try-on or previewor simulation of more than one item on the virtual ear simultaneously.For example, as explained above, the user may virtually try-on a firstitem on the virtual ear and then may virtually try-on a second item,different or identical to the first item, while the first item is beingvirtually tried-on the virtual ear in order to compare or contrast howthe first item compares to the second item at different virtuallocations of the virtual ear. Moreover, the UI is enabled for variouslayering abilities where the user can add charm images to ring images.Also, various technologies described herein enable the UI to turn orspin or rate the item while the item is being virtually try-on orpreviewed or simulated. Moreover, various technologies described hereinenable the UI to present the item, while accounting for gravity, earmorphology, and item type being virtually tried-on or previewed orsimulated. For example, the UI enables the item to be virtually tried-onor previewed or simulated over the virtual ear, while accounting forvarious piercing principles, piercing angles, piercing rules, andpierceable locations of the ear. For example, the UI enables the item tobe virtually tried-on or previewed or simulated over the virtual ear,while dynamically hiding (e.g., obscuring) or dynamically unhiding partsof the item when those are placed or positioned under the flaps of thevirtual ear (e.g., under the virtual helix region), where such dynamichiding or dynamic unhiding occurs based on the ear canvas or map, asdescribed above. Further, various technologies described herein enableautomatically imports the user' existing collection at a specifiedseller (e.g., e-commerce data) into the UI or other brand jewelry intothe UI for virtual try-on or preview or simulation, as described above.

FIGS. 31-33 shows an embodiment of various sets of images presentingvarious sets of virtual earrings from various sets of rotational anglesthat are different from each other according to various principles ofthis disclosure. In particular, as explained above, the item (e.g., thevirtual earring) can be represented in various ways. For example, theitem may be associated with the set of images depicting the item from aset of rotational angles that are different from each other, as shown inFIGS. 31-33 . For example, the set of rotational angles can be differentby or in multiples of degrees from each other (e.g., 1, 2, 3, 4, 5, 6,7, 8, 9, 10 or more). The set of images may be or may be formed from aset of photographs of a real item at such various rotational angles, asshown in FIG. 31 . The set of images may be or may be formed from a CADrendering, as shown in FIGS. 32 and 33 . For example, the CAD renderingcan be read and the set of images may be extracted from the CADrendering. After the set of images is formed, the administrator operatesthe administrator console or panel to enter (e.g., a via a physical orvirtual keyboard, a microphone) various parameters (e.g., dimensions,width, length, height, depth, inner diameter, item type, wearinglocation, insertion point, suitable for right or left ear) for the item,which may be applicable to some, many, most, or all images selected fromthe set of images. As such, the set of images and these parameterscollectively enable determining of compatible placements per each itemand thereby enable the UI to virtually try-on, as described above.

FIG. 34 shows an embodiment of a virtual ear segmented by anatomicalregions according to various principles of this disclosure. Inparticular, the UI is enabled for virtual try-on, as explained above,based on various rotational angles associated with the depicted virtualearrings, virtual studs, virtual rings, and virtual piercings. Forexample, as explained above, the UI is programmed to enable the virtualearring to appear as if the corresponding imagery of virtual studs orvirtual rings rotate in discrete angles away from a straight on view,depending on the intended area of virtual try-on the virtual ear. Theseangles are determined by over 25 years of body piercing and thedevelopment of the Maria Tash piercing methodology of “forward facing”angles. For example, the virtual ear can include any part thereof thatis pierceable by current modern techniques. These virtual anatomicalregions are called, earlobe, stacked earlobe, helix, Tash rook, tragus,anti-tragus, daith, rook, forward helix, contra-conch, and conch.

The UI may be programmed to understand the laws of piercing inconjunction with understanding the topology of the entire ear andinner/outer ring diameters and length/width of various stud jewelryitems. Each virtual piercing location may be mapped out as a 3d tunnel,and not a one dimensional dot. Accurate real life piercings may not bedetermined with dots. Accurate real life needle placement may notrequires a dot on the skin but a knowledge of the angle the needle goesinto the skin and the depth. These 3d tunnels may be rendered throughvarious photographic angles. Modern piercing may go beyond marking a doton the top skin of the ear, and the jewelry does not just stick on thetissue in the straight on, perpendicular, zero rotational degree view ofa stud earring (or another earring). As such, the UI may be programmedto present the virtual earring that is more sophisticated in itsrealism, and its adherence with body piercing rules and the Maria Tashpiercing angle aesthetic. This approach to virtual try-on uses varioustools to understand and accurately render the Maria Tash piercingmethodology.

For example, as explained above, the UI may be programmed to enablevirtual try-on of the virtual earring over the virtual ear based onsegmenting the virtual ear (e.g., an image of the virtual ear presentedfrontally) into the set of virtual anatomical regions, which correspondto the areas of the virtual ear that have common attributes related topiercing. Those virtual anatomical regions are further segmented intopolygonal (e.g., rectangular, triangular, honeycomb, square) virtualzones that cover some, many, most, or all pierceable areas on thevirtual ear.

As shown in FIG. 34 , the virtual ear is segmented into the set ofvirtual anatomical regions each further segmented into the set ofvirtual zones that are polygonal, which may or may not border eachother, thereby forming the ear canvas or map. Therefore, new piercingplacement, piercing techniques, and jewelry for those piercings can beinvented (e.g., virtual earrings). As such, the UI may be programmed tounderstand those scenarios. For example, some of new piercings orvirtual anatomical regions include helix drape, rook drape, and verticalconch regions.

FIG. 35 shows an embodiment of a plane for rotation of a virtual earringaccording to various principles of this disclosure. In particular, asexplained above, the set of images for the virtual earring, as selected,presents the virtual earrings from various photographic angles (e.g.,rotational angles), whether isometrically, frontally, or other views.Through vigorous tests and studying, the anatomical regions weresimplified into photographic angles. In reality the angle might beunique per user. For augmented reality, these angles are a fair averagefor how the jewelry would be worn for most people. Note that thephotographic angles have the potential to change or there may be addednew or other photographic angles as more distinct jewelry items (e.g.,virtual earrings) are developed. As shown in FIG. 35 , the photographicangles for the set of images, as explained above, may be rotated alongthe XZ plane (illustrated as an orange plane).

FIG. 36 shows an embodiment of a virtual ear segmented by various setsof zones within various sets of anatomical regions where each anatomicalregion has its own respective rotational angle for its respective set ofvirtual zones over which a virtual earring can be virtually tried-onaccording to various principles of this disclosure. As explained above,the virtual earring may include a stud. Therefore, the photographyangles used for such virtual earring (mirrored for virtual left andright ears) can be 0, 6, 12 degrees for the virtual right ear and 0, −6,−12 degrees for the virtual left ear (e.g., polar opposites). As shownin FIG. 36 , the green virtual zones=0 degrees, the purple virtualzones=6/−6 degrees, and the black virtual zones=12/−12 degrees.

FIG. 37 shows an embodiment of various virtual earrings being virtuallytried-on on a virtual ear where the virtual earrings are angleddepending on what anatomical zone is hosting each respective virtualearring according to various principles of this disclosure. Note thatexamples of stud and photography angle in the UI correspond to thegreen, purple, and black zones of FIG. 36 .

As explained above, the UI may be programmed to enable “size awareness.”This may occur via the UI being programmed to know where a virtualearring with a stud (or another virtual earring) could not be placed orpositioned over the virtual ear to mimic the real-world. For example, ifthe user wanted to select the virtual earring with a wide stud and triedto position or move the virtual earring with the wide stud over thevirtual conch region and the virtual earring with the wide stud was toolarge to fit in real world, then the virtual earring with the wide studwould magnetically snap to the closest virtual zone that the virtualearring with the wide stud, as selected, could fit. The UI may beprogrammed to understands the width of various the folds and crevices inthe mapped topology of the virtual ear, as explained above.

FIGS. 38-40 show an embodiment of a virtual earring being spunresponsive to a user input over a virtual ear relative to the virtualear according to various principles of this disclosure. As explainedabove, the UI may be programmed to spin the virtual earring while thevirtual earring is virtually tried-on the virtual ear. For example, theuser may select the virtual earring with a stud and the user may bepresented with a window or a menu having a spin control element (e.g., aspin wheel, a knob, a dial) programmed to spin (e.g. turn, rotate,pivot) the virtual earring, whether freely or incrementally, relative tothe virtual ear over the virtual ear at a point corresponding to where areal earring mirroring the virtual earring would be inserted in a realear, as shown in FIGS. 38-40 . For example, such increments can be byone degree (or more or less). Note that such spin may or may not occuron a different axis that a respective photographic angle. For example,such spin may be a rotation about the XY plane or the XZ plane, whereasthe respective photographic angle may be a rotation about the XZ planeor the XY plane, as explained above. Note that some virtual earrings mayinclude a stud that is not round or symmetric. As such, the user mayspin the virtual earring relative to the virtual ear over the virtualear to a desired orientation.

FIGS. 41-42 show an embodiment of a virtual earring having a stud thatis overlapped according to various principles of this disclosure. Asexplained above, the UI may be programmed to present the virtual earringwhile account in for potential overlapping that may occur when a realearring mirroring the virtual earring may be worn. For example, suchoverlapping may occur in various scenarios. One of such scenarios occurswhen there may be ear anatomy overlapping the virtual earring. As such,the UI may be programmed to account for such overlap based on a virtualregion being defined, where the virtual region is positioned under thevirtual upper fold of the virtual helix region, under the virtual rookregion and the virtual contra conch region, and behind the virtualantitragus region to be hollow. For example, there may be a map in thisvirtual ear showing how far under this virtual fold there is room forthe virtual earring with a virtual stud to turn or be hidden.

FIG. 43 shows an embodiment of a virtual ear segmented by various setsof zones within various anatomical regions programmed for rotation of avirtual earring with a ring according to various principles of thisdisclosure. As explained above, some virtual earring include a ring(commonly referred to as clickers or hoops). Therefore, the photographyangles used for such rings may be −24, −18, 18, 24 and the photographyangles for used for daith rings may be forward facing, −6 degrees. Notethat pictorially, ring placements are more involved than studs, as apiercing intended for a ring does have the same 3-dimensional tunnelplacement angling, but also the UI is programmed to account for therealism of how virtual gravity pulls down differently in each part ofthe virtual ear, how that virtual droop varies depending on the diameterof the virtual earring or the virtual ear, and how much of the ring isobscured by the virtual ear tissue as the ring wraps behind the virtualskin of the virtual ear. Likewise, in some situations, there may be abasic placement principle for rings: the inner diameter of the virtualring, can be the same as the maximum or less than maximum distancebetween the virtual piercing (e.g., the virtual zone) and edge of thevirtual anatomy for that ring style. For example, a ring with a 5 mminner diameter can sometimes be placed at most, 5 mm from the edge ofthe virtual anatomy of the virtual ear. Similarly, the angle of therings may be based on forward facing Maria Tash piercing angleaesthetics plus the rules of body piercing. Also, some virtual rings canbe placed in some, many, most, all, or anywhere in the virtual eartaking into consideration the virtual inner diameter. This innerdiameter is the determining measurement that may determine whether thering can clear the virtual edge of any virtual tissue. Therefore, some,many, most, any, or all of the ring jewelry pieces are measured forinner and outer diameter for proper scaling and entered via theadministrator console or panel. As shown in FIG. 43 and explained above,there is zone-to-product rotation angles mapping for such rings, wherethe purple virtual zones use 18 deg rings in the XZ plane, the blackvirtual zones use 24 deg rings in the XZ plane.

FIG. 44 shows an embodiment of a virtual gravity effect beingimplemented on a virtual earring being virtually tried-on a virtual earaccording to various principles of this disclosure. The inner diametermeasurement may be significant or technologically advantageous forenabling the UI to enable the virtual earring to be virtually tried-onthe virtual ear. In particular, the gravity tool's basic function is tovirtually pull the jewelry downward from the virtual insertion point orpiercing placement. Pictorially, the ring's ability to virtually hangstraight down with the virtual gravity is relative to the inner diameterand the virtual piercing location on the virtual ear. Since a realearlobe is commonly pierced, rendering this scenario may be relativelystraightforward. However, as you add more rings to the real ear, thereal ear topology changes and the anatomy of the real ear will start toprevent the jewelry from hanging straight down. Therefore, if the userdrags (or otherwise positions or virtually tries-on) the virtual earringwith the ring to a spot where the virtual diameter will not let thevirtual ring clear the virtual anatomy, as would be mirror in realworld, then the virtual ring snaps to the closest location (e.g.,virtual zone) to the original selected spot where the diameter wouldclear and fit snugly. The spot that the UI snaps to is only a suggestionfor that piece of jewelry. The user can relocate the virtual jewelry orchoose a larger size ring if the user wants to place or position thevirtual jewelry in the intended location. If the chosen ring virtuallyfits, then the virtual gravity tool may position the ring into a naturalvirtual resting position. This virtual droop/hang may be determined bythe distance of the virtual piercing to the virtual edge of the virtualanatomy and the inner diameter of the ring. As shown in FIG. 44 , if thevirtual piercing placement simulates 4.5 mm from the virtual edge of thevirtual anatomy, and the inner diameter of the ring is 9.5 mm, as set bythe administrator via the administrator console or panel, the virtualring may fall into a more vertical position. If the user virtual placesor positions a 5 mm ring, as set by the administrator via theadministrator console or the panel, in the same virtual piercingplacement, the virtual ring may hang more horizontally—this relationshipmay be referred to as “snugness.”

FIGS. 45-48 show an embodiment of an image from a set of imagescorresponding to a virtual earring to be virtually tried-on a virtualear while the image is being set by an administrator in an administratorconsole or panel for virtual try-on depending on a virtual try-onlocation within a set of anatomic regions of the virtual ear and a setof virtual zones of the virtual ear and a virtual entry point or avirtual exit point from the virtual ear according to various principlesof this disclosure. Note that FIG. 46 shows where the inner diameter islocated on this virtual earring. Likewise, note that FIG. 47 shows wherethe point of insertion is located on this virtual earring. Similarly,note that FIG. 48 shows overlapping, where pictorially, rings deal withoverlapping of the anatomy. The ring may need to be cropped to appearlike the ring is wrapping around the virtual anatomy. The boundary maybe outlined on the backend (e.g., not visible to the user), which can beby the administrator via the administrator console or panel. Theboundary defines when the jewelry starts to tuck behind the anatomy.Rings can be overlapped with charms or overlapped with other products toappear like those rings are further back in space.

FIGS. 48-58 show an embodiment of various virtual earring with variousvirtual rings being virtually tried-on in various regions of variousanatomical regions of a virtual ear according to various principles ofthis disclosure. Note that these virtual earrings are shown to bevirtually tried-on in the virtual earlobe, anti-tragus, forwardhelix/earhead, tragus, rook, and other virtual regions of the virtualear. When some of the virtual earrings are virtually tried-on in thevirtual upper helix region, pictorially, if the virtual earring has aring that is located near the top of the virtual helix and istight/snug, then the ring may sit up vertically. The virtual piercingplacement in relation to the virtual edge of the virtual anatomy maydraws a virtual vertical line. When some of the virtual earrings arevirtually tried-on in the conch, if the virtual has a ring, then thevirtual resting position generally may be more horizontal. For example,in some situations, a 9.5 mm inner diameter, as set for a specific ringby the administrator via the administrator console or panel, may be theminimum ring size that would virtually fit. When some of the virtualearrings have a ring in the rook or contra-conch virtual region,pictorially, these rings hang may almost 90 degrees or somewhere between90 and 60 degrees depending on inner diameter. Sometimes, there is avirtual region with no rings allowed due to the lack of practicality andthe enormity of the diameter needed to clear the tissue. When some ofthe virtual earrings have a ring in the virtual daith region, then frontfacing shots may be used. For example, there may be used 6 degree in theXZ plane rotation but from the front facing. This information helpsdemonstrate how the UI enables relatively accurately rendering ofdesired piercing angles. As shown in FIG. 57 , the virtual earring shownon left has a 6 degree rotation in contrast to the victual earring shownon right with a 0 degree rotation.

FIG. 59 shows an embodiment of a virtual charm being added to a virtualearring being virtually tried-on a virtual ear according to variousprinciples of this disclosure. FIG. 60 shows an embodiment of a virtualcharm being virtually tried-on a virtual ear according to variousprinciples of this disclosure. FIGS. 68-69 show an embodiment of variousvirtual charms on virtual rings and virtual chain wraps being virtuallytried-on according to various principles of this disclosure. Inparticular, there are various virtual layering, virtual moveable parts,and virtual chains described below. The UI may be programmed tovirtually try-on virtual earrings with charms. The user can add up to acertain number of charms to the virtual earring (e.g., 1, 2, 3, 4, 5 ormore). Pictorially, such charms may be pulled straight down with virtualgravity, as described above. Pictorially, such charms may follow thesame photographic angle as the piece those charms are connected too.Pictorially, such charms can be virtually layered onto most rings.Pictorially, such charms may also have an inner diameter that may needto be considered. If the inner diameter of the jump ring is smaller thanthe width of the jewelry, as set by the administrator via theadministrator console or panel, then the charm may not virtually fit forvirtual try-on. If the inner diameter of the charm jump ring is largerthan the width of the jewelry, then the charm may virtually fit forvirtual try-on. Note that FIG. 59 shows one type of a virtual charm on avirtual earring, whereas FIG. 60 shows another type of the virtual charmon the virtual earring and a virtual earring with a chain wrap.

FIG. 61 shows an embodiment of various virtual charms being virtuallytried-on a virtual ear and having same angling according to variousprinciples of this disclosure. The virtual earring may have at least twocharms. As shown in FIG. 61 , the virtual earring shown on left has amulti-tone metal styling in contrast to virtual earring shown on righthaving a white metal styling. Both virtual earrings show the same item(star charm, lightning bolt charm, 8 mm ring) but in different metaltones—for visual clarity. The ring photographic angle is −6 degrees(although other angles are possible). The charms follow the samephotographic angle, as explained above.

FIG. 62 shows an embodiment of a virtual handcuff earring beingvirtually tried-on a virtual ear according to various principles of thisdisclosure. The virtual earring may be embodied as a handcuff, which canbe virtually tried-on in various ways, as described herein. Pictorially,some virtual styling techniques enable the handcuff to be worn as a wayto connect two virtual piercings, can be used as a charm as well, or canbe worn in one piercing and the second ring can hang straight down. FIG.62 shows the handcuff with two virtual points of insertion.

FIG. 63 shows an embodiment of a virtual handcuff earring beingvirtually tried-on a virtual ear as a charm according to variousprinciples of this disclosure. The UI is programmed to understand thatthe base of the design is two virtual rings, as shown in FIG. 63 .Pictorially, there is a virtual chain that attaches the two virtualhandcuff rings. Pictorially, the UI is programmed to allow the user tochoose the placement of both virtual rings. The chain and rings may bevirtually rendered naturally for that scenario. Pictorially, since thevirtual chains have a fluid nature, with each unique virtual piercingplacement, the virtual chain may settle differently per virtual gravity,anatomy, or other parameters. All these virtual chain scenarios may bevirtually rendered. When the UI is programmed to allow the administratoror the user to import 3D geometry, then the virtual chain may virtuallyadjust itself automatically when the user moves the virtual chain or thevirtual earring over the virtual ear.

FIGS. 64-65 show an embodiment of a virtual earring with an arcuateportion being virtually tried-on with the arcuate portion beingvirtually hidden while the virtual earring is precluded from spinningaccording to various principles of this disclosure. FIG. 66 shows anembodiment of a virtual ear with various anatomical regions where avirtual earring can default to a spin angle depending on a respectiveanatomical region selected according to various principles of thisdisclosure. FIG. 67 shows an embodiment of the arcuate portion of FIGS.64-65 being angled differently depending on which virtual zone withinwhich virtual anatomical region of a virtual ear the arcuate portion isbeing virtually tried-on according to various principles of thisdisclosure. The virtual earring with the arcuate portion may havecertain restrictions in the UI. For example, as shown in FIG. 66 , theUI may enable such virtual earring to only be placed within certainanatomical regions that allow for such arcuate curvature (e.g., helixregion, superior concha). Likewise, the UI may preclude such virtualearring from being virtually spun while being virtually tried-on thevirtual ear. Similarly, the UI may enable such earring to default to aspin angle depending on the virtual zone such virtual earring is placedin.

FIG. 70 shows an embodiment of a virtual earring with a moveable partbeing virtually tried-on according to various principles of thisdisclosure. Pictorially, when the virtual earring has a ring worn in amore horizontal angle, then the moveable part may virtually danglesdown. For example, as shown in FIG. 70 , the ring in the virtual helixregion.

The UI may be programmed to show how the virtual or real left and rightear looks viewed together on one screen, as described above. Forexample, the virtual ear may be a model ear, as described above, and thereal ear may be from a selfie uploaded or capture by the user (e.g., viaa smartphone, a smart mirror, a laptop), as described above. The usercan be able to view both their virtual or real right and left earstogether in one screen as one would in the mirror (e.g., verticalside-by-side, horizontal side-by-side, diagonal side-by-side). Forexample, this may be useful to a jewelry vendor whose majority ofjewelry sold can be sold singly and clients design asymmetric looks.This can occur in order to gauge how the diameters look not only on thesame virtual or real ear, but how clutter a look or balanced when seentogether. Since jewelry can amplify or detract from facial scars or eyeso when the UI imports the end user's own face in addition oralternative to real ears, the UI may present the ear and jewelry looksrelative to their full features, scars, and imperfections as curationtakes in all of these aspects to create a good look while accounting forvirtual gravity may affect placement for realism, as explained above.

The UI can be programmed for use in dedicated applications, mobile apps,web browsers, and other technologies. For example, there can be smartglass or smart mirrors—mirrors with cameras. In such situations, 3dexperiences can be different than 2d so experience of such smart mirrorand real-time UI may need .obj files (or other suitable format) stickingon the real-time video feed and sticking thereto. What can be achievedwith 2d (e.g., extracted images from 3d .obj files) is to tap a videofeed from the cameras of the smart mirror or a smartphone or anothercamera equipped device. For example, there can be a person recording aface rotation using the smartphone front (or back) camera. Thesmartphone then manipulates that video feed by placing or overlaying thejewelry thereon, which the user can play back on the smartphone. Forexample, similar technology can allow for uploading your own earimagery. For example, the user may stand in front of a smart mirror(e.g., flat, cuboid, V-shape, C-shape, U-shape, bi-fold, tri-fold,arcuate), whether the smart mirror has a display (e.g., touchscreen,non-touchscreen) underneath or side-by-side with a reflective mirror orthe display functions as a virtual mirror, and the smart mirror has atleast one camera or a stereo camera (depth camera or a pair of camerasenabling a stereo vision), each of may be placed on a panel of the smartmirror has multiple cameras or stereo cameras (depth cameras or pairs ofcameras enabling stereo vision). The smart mirror may include amicrophone, a speaker, and a networking interface (e.g., a modem, aWi-Fi card, a Bluetooth chip). The user can turn to the right and turnto the left and thereby cause the mirror to capture the right ear andleft ear in order to have both real ears virtually presented on thedisplay. The user can touch, drag-and-drop, or manipulate such virtualears or virtual earrings shown on the display if the display istouch-enabled. If the display is not touch-enabled, then the user canuse touchless hand gestures or touchless finger tracking (e.g., forhygiene purposes if the smart mirror is in a retail location) to dosame. The smart mirror may also have form a heat map for such virtualtry-ons, whether touch or non-touch, in order for the administrator togather relevant data. Similarly, the smart mirror may image the user viathe camera or the stereo camera (depth camera or a pair of camerasenabling a stereo vision) and, based on such imaging, prompt the user to(a) remove a headwear item (e.g., a hat) if such ear imaging isdifficult, (b) move long hair if ear imaging is difficult, (c) tuck thehair on the head behind if such ear imaging is difficult, (d) keepcurrent earrings on/worn if ear imaging is difficult, (e) take off atleast one current earring from the ear if ear imaging is difficult, or(f) remove a specific earring if ear imaging is difficult, or others.For example, the smart mirror may identify the current earrings worn bythe user and hide those current earrings or overlay over those currentearrings when displaying the ear of the user on the display so that theuser can virtually try-on the virtual earring, as desired, on thoselocations where the current earrings are worn, without removing thosecurrent earrings from those locations on the real ear. For example, thesmart mirror may receive a user input (e.g., touch, voice) before,during, after, or based on the user virtually trying-on the virtualearring via the UI, while the user is standing before the smart mirror,and request, based on or responsive to the user input, another person(e.g., a sales person or stylist) to approach the smart mirror in orderto bring out whatever a real item corresponding to the virtual earringthe user selects to virtually try-on on the virtual ear via the UI. Thisrequest may be sent via the networking interface of the smart mirrorcommunicating (e.g., wired, wireless) with an output device (e.g., aspeaker, a wearable, a headset, an electronic display) operative or inproximity of that other person. For example, the smart mirror can bearcuate, bi-fold, trifold, or multi-panel and have one or multiplecameras tracking in real-time the user's head, eyes, nose, torso, ears,and forecast movement of earrings based on virtual gravity if the user'shead is moved. For example, the smart mirror can employ a stereo camera(e.g., a depth camera or a pair of cameras enabling a stereo vision),while the user is standing before the smart mirror, to image the user'sears, obtain the corresponding ear measurements, estimate the sizes ofthe corresponding ear regions based on such measurements, and thenrecommend various virtual earrings or placements thereof. The smartmirror can be embodied in various ways, as explained above. For example,based on above, the smart mirror can include a housing, a processor, acamera, and a display, where the housing houses the processor, thecamera, and the display. The processor can be in communication with thecamera and the display, and be programmed to: (a) receive a left imageryand a right imagery from the camera, where the left imagery frontallypresents the left ear of the user standing before the camera and theright imagery frontally presents the right ear of the user standingbefore the camera; (b) identify a virtual left ear from the left earfrontally presented in the left imagery and a virtual right ear from theright ear in the right imagery; set the virtual left ear to a leftpreset scale and the virtual right ear to a right preset scale; identifya set of left virtual anatomical regions in the virtual left ear as setin the left preset scale and a set of right virtual anatomical regionsin the virtual right ear as set in the right preset scale; segment eachset selected from the set of left virtual anatomical regions into a setof left virtual regions and each set selected from the set of rightvirtual anatomical regions into a set of right virtual regions; causethe virtual left ear, the right virtual ear, and a virtual earring scaleto be simultaneously presented on the display; receive an input from theuser while the virtual left ear, the virtual right ear, and the virtualearring are simultaneously presented on the display; and cause thevirtual earring to be virtually tried-on the virtual left ear or thevirtual right ear on the display responsive to the input. When the userdesires to upload the user's own ear imagery, whether to or via thesmart mirror or to the server from the smartphone or the smart mirror oranother camera-equipped computing device, as described above, then usercan take image/upload image (e.g., raster) or scan the ear on thecomputing device. The smart mirror or the server reads the morphology ofthe ear image and applies the virtual regions and the virtual zonesthereto such that the image is ready use, as described above.

As explained above, the UI can work with varying virtual body parts orvirtual objects (e.g., a human, a mannequin, a showcase model, a bodypart, a head, a nose, an ear, a neck, an arm, a forearm, an upper arm, awrist, a torso, a navel, a toe, a finger, a garment, a shoe) and items(e.g., a jewelry item, an earring, a necklace, a garment, a hat, a ring,an anklet, a bracelet, a tattoo), whether for jewelry, tattoos,acupuncture, garments, or other uses. For example, these can includenecklaces, bracelets, face jewelry (e.g., nose/septum/nostril,lip/tongue/mouth, eyebrow, accepts facial dermals, monroe piercing),arcuate earrings, finger rings, dermals, anklets, navel barbells/waistchains, mix and match navel pieces, acupuncture, belts, mapping tattooson the body for previews—tattoos may curve with the virtual body ortattoos will be previewed on the virtual skin tone picked by the user.

As explained above, the UI may be configured for various virtual bodyparts or virtual objects. As such, in context of acupuncture, much ofacupuncture defines the body whole represented in the ear. Needles of agiven thickness are applied in a given angle to a zone in the ear. Sothese zones can be assigned virtual regions of the body instead ofpiercing names. For example, the daith virtual zone in the virtual earcan be the liver location in acupuncture. The photography or renderangle of the needle would describe how “forward facing” the acupunctureneedle should be when inserted in that zone. The UI can be used for thefull torso and human body with acupuncture and the zones applied to thefull human body. So the body and it's meridians would be defined asvirtual regions or virtual zones and for the ear, the meridians andorgans of the body in the ear zones. For example, there can be aspecific angle for a specific function. Note that the UI can be expandedto include all acupuncture areas (e.g., neck, fingers, hands). Forexample, the needles can be photographic to teach or show how theneedles can be applied to the ear (or another suitable body partimagery).

FIG. 71 shows an embodiment of various necklace length for virtuallytrying-on a virtual necklace according to various principles of thisdisclosure. The UI can be programmed regarding adjustability of suchnecklaces for virtual try-on thereof. For example, what is the min andmax lengths (think about belts). For example, for some necklaces, the UImay need to know if that respective necklace is longitudinallyadjustable or not and, if so, then adjustable from what length to maxlength (like a belt which has a minimum and maximum). The UI can beenabled to identify if the virtual necklace is pictorially adjustable.If no, then the UI can operates as a fixed “diameter”. If yes, then theUI needs to either put the virtual necklace on the neck and then ask theuser if the user wants the virtual necklace appear longer or shorter byciting its min or max and telling user what length the UI applied to theskin. For example, the neck size can be defined by clothing size. Forexample, the user can upload imagery of their own neck, as describedabove. For example, the UI can prompt the user to choose brands andsizes that are similar or similar item purchases of a different brandand then advises a size. For example, the UI can understand if the userdrags (or otherwise positions or causes to be positioned) a virtualnecklace over to their virtual neck, what is the best size for theirdesired look based on various criteria (e.g., user pro-file, imagederived). For example, the non-adjustable handcuff necklaces have achoker option which can be relatively small. For a relatively thinwoman, 14-15 inches may be a choker. For a man, if the UI knows theircollar size, then the UI can recommend a necklace length. Forarelatively heavier woman, since a 16″ necklace could have a chokereffect and fit tightly. The user can take a tape measure and measurearound their neck and based on a size guide for a thin woman's neck thatdefines the amount of drop of a given necklace length. Therefore, the UIcan mimic this functionality. Note that a virtually flexible chain mayneed to adhere to the virtual neck's collar bone and understand itstopology. The UI can allows for this via a mesh feature.

There may be virtual layering principles for virtual necklaces. The UIcan be programmed to use the length of the selected virtual necklace, aspreset by the administrator via the administrator console or panel, todetermine the amount of virtual drop of the virtual chain, relative tohow virtually tight on the virtually neck (a choker style) based onvarious sizing charts. For example, this can be done similarly asdescribed herein, but adjusted for necklace imagery and correspondingmeasurements. So initially, the UI can use an average (or predetermined)neck, face, and shoulders, and then the user can specify which design inwhich length neck-lace the user wants and see how the designs lookrelative to each other and if the virtual necklace chain lengths need tobe adjusted to get the aesthetic clearance between the virtual chainlengths and any virtual pendants or charms hanging off the virtualchain. The virtual width of the neck can define the fit of the virtualnecklace chain. For example, as described above, the user can importtheir own neck (e.g., images) to measure the circumference of the neckat its base, and take that measurement as the choker length.

FIG. 72 shows an embodiment of various ring sizes for virtuallytrying-on a virtual necklace according to various principles of thisdisclosure. There may be some virtual layering principles for virtualtry-on of virtual finger rings. The UI can be programmed employ theaverage sizes of average US (or other country or region or global)fingers. For example, there can be a ring finger of US size 6, indexfinger of China size X. Therefore, when the user wants to see what twovirtual rings look like next to each other or a finger apart from eachother, then The UI can provide such virtual functionality (e.g.,horizontally or vertically or diagonally side-by-side) and see if thelook feels balanced or too heavy with the designs. Also midi or secondknuckle rings are sold (usually they are a size 4) and The UI can enablethe user to see how these virtual rings look like when coupling themwith other virtual rings in standard locations on the rings finger,middle, or index finger and gauge the aesthetic balance of their virtualselections. The UI can also be programmed enable the virtual left andright hands be shown together (e.g., horizontally or vertically ordiagonally side-by-side) so that the user can judge how the virtualrings look with their virtual fingers or relative to both virtual hands.The UI can be programmed to allow the user to import imagery of theirown hands, as explained above, and if the user has any preexistingjewelry, like marriage rings, then UI can enable the user to see how thenew designs the user wants to purchase look with these other ringsselected (or be hidden when displaying in order not to remove thepreexisting jewelry as described above). For example, this can be ahorizontally or vertically or diagonally side-by-side presentation orconcurrently presented (e.g., to have a both left and right hand viewingtogether). FIG. 72 shows some US sizing for finger rings, asdifferentiated from ear hoops/rings/clickers.

The UI may layer virtual finger rings above each other and on separatevirtual knuckles, similar to other embodiments described herein. Notethat TryOn software can be adapted similar to other embodimentsdescribed herein in order to: provide similar layering principles forvirtual bracelets, provide similar layering principles for virtual bodychains; provide similar layering principles for virtual navel chains;provide similar layering principles for virtual anklets; provide similarlayering principles for virtual navel jewelry; provide similar layeringprinciples for virtual nostril jewelry or virtual septum jewelry;provide similar layering principles for virtual dermal jewelry, or othervirtual items. The UI can show a waist-up self-imagery or fictionalimagery (e.g., an avatar, a pictogram) to illustrate a totality of acreated virtual look—navel, nostril, septum, left and right ear,necklaces, body chains, waist chains and others all together, asdescribed above.

FIGS. 73-78 show an embodiment of a virtual jewelry item being virtuallytried-on on various virtual non-ear body areas according to thisdisclosure. FIG. 79 shows an embodiment of a self-image being processedto detect a virtual divot or a virtual dimple from an existing realpiercing and then take an action according to various principles of thisdisclosure. FIG. 80 shows an embodiment of an X/Y plane illustrating howmuch a virtual earring with a ring will hang based on snugness accordingto various principles of this disclosure. FIGS. 81-90 show an embodimentof an method for machine learning for creating a canvas or a map for anobject according to this disclosure.

Various embodiments of the present disclosure may be implemented in adata processing system suitable for storing and/or executing programcode that includes at least one processor coupled directly or indirectlyto memory elements through a system bus. The memory elements include,for instance, local memory employed during actual execution of theprogram code, bulk storage, and cache memory which provide temporarystorage of at least some program code in order to reduce the number oftimes code must be retrieved from bulk storage during execution.

I/O devices (including, but not limited to, keyboards, displays,pointing devices, DASD, tape, CDs, DVDs, thumb drives and other memorymedia, etc.) can be coupled to the system either directly or throughintervening I/O controllers. Network adapters may also be coupled to thesystem to enable the data processing system to become coupled to otherdata processing systems or remote printers or storage devices throughintervening private or public networks. Modems, cable modems, andEthernet cards are just a few of the available types of networkadapters.

The present disclosure may be embodied in a system, a method, and/or acomputer program product. The computer program product may include acomputer readable storage medium (or media) having computer readableprogram instructions thereon for causing a processor to carry outaspects of the present disclosure. The computer readable storage mediumcan be a tangible device that can retain and store instructions for useby an instruction execution device. The computer readable storage mediummay be, for example, but is not limited to, an electronic storagedevice, a magnetic storage device, an optical storage device, anelectromagnetic storage device, a semiconductor storage device, or anysuitable combination of the foregoing. A non-exhaustive list of morespecific examples of the computer readable storage medium includes thefollowing: a portable computer diskette, a hard disk, a random accessmemory (RAM), a read-only memory (ROM), an erasable programmableread-only memory (EPROM or Flash memory), a static random access memory(SRAM), a port-able compact disc read-only memory (CD-ROM), a digitalversatile disk (DVD), a memory stick, a floppy disk, a mechanicallyencoded device such as punch-cards or raised structures in a groovehaving instructions recorded thereon, and any suitable combination ofthe foregoing.

Computer readable program instructions described herein can bedownloaded to respective computing/processing devices from a computerreadable storage medium or to an external computer or external storagedevice via a network, for example, the Internet, a local area network, awide area network and/or a wireless network. The network may comprisecopper transmission cables, optical transmission fibers, wirelesstransmission, routers, firewalls, switches, gateway computers and/oredge servers. A network adapter card or network interface in eachcomputing/processing device receives computer readable programinstructions from the network and forwards the computer readable programinstructions for storage in a computer readable storage medium withinthe respective computing/processing device.

Computer readable program instructions for carrying out operations ofthe present disclosure may be assembler instructions,instruction-set-architecture (ISA) instructions, machine instructions,machine dependent instructions, microcode, firmware instructions,state-setting data, or either source code or object code written in anycombination of one or more programming languages, including an objectoriented programming language such as Smalltalk, C++ or the like, andconventional procedural programming languages, such as the “C”programming language or similar programming languages. A code segment ormachine-executable instructions may represent a procedure, a function, asubprogram, a program, a routine, a subroutine, a module, a softwarepackage, a class, or any combination of instructions, data structures,or pro-gram statements. A code segment may be coupled to another codesegment or a hardware circuit by passing and/or receiving information,data, arguments, parameters, or memory contents. Information, arguments,parameters, data, etc. may be passed, forwarded, or transmitted via anysuitable means including memory sharing, message passing, token passing,network transmission, among others. The computer readable programinstructions may execute entirely on the user's computer, partly on theuser's computer, as a stand-alone software package, partly on the user'scomputer and partly on a remote computer or entirely on the remotecomputer or server. In the latter scenario, the remote computer may beconnected to the user's computer through any type of network, includinga local area network (LAN) or a wide area network (WAN), or theconnection may be made to an external computer (for example, through theInternet using an Internet Service Provider). In some embodiments,electronic circuitry including, for example, programmable logiccircuitry, field-programmable gate arrays (FPGA), or programmable logicarrays (PLA) may execute the computer readable program instructions byutilizing state information of the computer readable programinstructions to personalize the electronic circuitry, in order toperform aspects of the present disclosure.

Aspects of the present disclosure are described herein with reference toflowchart illustrations and/or block diagrams of methods, apparatus(systems), and computer program products according to embodiments of thedisclosure. It will be understood that each block of the flowchartillustrations and/or block diagrams, and combinations of blocks in theflowchart illustrations and/or block diagrams, can be implemented bycomputer readable program instructions. The various illustrative logicalblocks, modules, circuits, and algorithm steps described in connectionwith the embodiments disclosed herein may be implemented as electronichardware, computer soft-ware, or combinations of both. To clearlyillustrate this interchangeability of hardware and software, variousillustrative components, blocks, modules, circuits, and steps have beendescribed above generally in terms of their functionality. Whether suchfunctionality is implemented as hardware or software depends upon theparticular application and design constraints imposed on the overallsystem. Skilled artisans may implement the described functionality invarying ways for each particular application, but such implementationdecisions should not be interpreted as causing a departure from thescope of the present disclosure.

The flowchart and block diagrams in the Figures illustrate thearchitecture, functionality, and operation of possible implementationsof systems, methods, and computer program products according to variousembodiments of the present disclosure. In this regard, each block in theflowchart or block diagrams may represent a module, segment, or portionof instructions, which comprises one or more executable instructions forimplementing the specified logical function(s). In some alternativeimplementations, the functions noted in the block may occur out of theorder noted in the figures. For example, two blocks shown in successionmay, in fact, be executed substantially concurrently, or the blocks maysometimes be executed in the reverse order, depending upon thefunctionality involved. It will also be noted that each block of theblock diagrams and/or flowchart illustration, and combinations of blocksin the block diagrams and/or flowchart illustration, can be implementedby special purpose hardware-based systems that perform the specifiedfunctions or acts or carry out combinations of special purpose hardwareand computer instructions.

Words such as “then,” “next,” etc. are not intended to limit the orderof the steps; these words are simply used to guide the reader throughthe description of the methods. Although process flow diagrams maydescribe the operations as a sequential process, many of the operationscan be performed in parallel or concurrently. In addition, the order ofthe operations may be re-arranged. A process may correspond to a method,a function, a procedure, a subroutine, a subprogram, etc. When a processcorresponds to a function, its termination may correspond to a return ofthe function to the calling function or the main function.

Features or functionality described with respect to certain exampleembodiments may be combined and sub-combined in and/or with variousother example embodiments. Also, different aspects and/or elements ofexample embodiments, as dis-closed herein, may be combined andsub-combined in a similar manner as well. Further, some exampleembodiments, whether individually and/or collectively, may be componentsof a larger system, wherein other procedures may take precedence overand/or otherwise modify their application. Additionally, a number ofsteps may be required before, after, and/or concurrently with exampleembodiments, as disclosed herein. Note that any and/or all methodsand/or processes, at least as disclosed herein, can be at leastpartially performed via at least one entity or actor in any manner.

Although various embodiments have been depicted and described in detailherein, skilled artisans know that various modifications, additions,substitutions and the like can be made without departing from thisdisclosure. As such, these modifications, additions, substitutions andthe like are considered to be within this disclosure.

What is claimed is:
 1. A system comprising: a processor programmed to: access a map of a virtual object, wherein the map segments the virtual object into a set of virtual regions and each virtual region in the set of virtual regions into a set of virtual zones that are polygonal and border each other within that respective virtual region; access a set of images depicting a virtual item from a set of rotational angles that are different from each other; receive a first user input selecting the virtual item; receive a second user input selecting a virtual zone from the set of virtual zones positioned within a virtual region from the set of virtual regions; select an image from the set of images corresponding to the virtual zone positioned within the virtual region based on the second user input; and enable a virtual try-on of the virtual item on the virtual object responsive to the first user input and the second user input based on the image selected.
 2. The system of claim 1, wherein the virtual item is a jewelry item.
 3. The system of claim 1, wherein the virtual item is a garment.
 4. The system of claim 1, wherein the virtual item is a tattoo.
 5. The system of claim 1, wherein the virtual item includes an area that is dynamically hidden during the virtual try-on.
 6. The system of claim 1, wherein the virtual item an area that is dynamically unhidden during the virtual try-on.
 7. The system of claim 1, wherein the virtual try-on has a magnetic effect based on the second user input.
 8. The system of claim 1, wherein the virtual object includes a virtual skin tone such that there is an appearance of a virtual reflection of the virtual skin tone on the virtual item and the virtual reflection varies based on the virtual skin tone.
 9. The system of claim 1, wherein the virtual object includes a virtual skin tone such that there is an appearance of a virtual shadow of the virtual item on the virtual object and the virtual shadow varies based on the virtual skin tone.
 10. The system of claim 1, further comprising a server including the processor.
 11. The system of claim 1, further comprising a smartphone or a tablet including the processor.
 12. The system of claim 1, further comprising a smart mirror including the processor.
 13. The system of claim 12, wherein the smart mirror includes a reflective mirror and a display underneath the reflective mirror.
 14. The system of claim 12, wherein the smart mirror includes a reflective mirror and a display side-by-side the reflective mirror.
 15. The system of claim 1, further comprising a wearable including the processor.
 16. The system of claim 1, wherein the first user input and the second user input is a single user input.
 17. The system of claim 16, wherein the single user input is a drag-and-drop user input.
 18. The system of claim 1, wherein the virtual object represents a virtual human.
 19. A system comprising: a processor programmed to: receive an image of a body part of a user, wherein the body part is frontally presented in the image; identify a virtual piercing in the body part that is frontally presented in the image; identify a scale of the body part that is frontally presented in the image; and present a visual content recommending a virtual item to be virtually tried-on the body part frontally presented in the image to the user based on (a) where the virtual piercing is located on the body part frontally presented in the image and (b) the scale.
 20. A system comprising: a smart mirror including a housing, a processor, a camera, and a display, wherein the housing houses the processor, the camera, and the display, wherein the processor is in communication with the camera and the display, wherein the processor programmed to: receive a left imagery and a right imagery from the camera, wherein the left imagery frontally presents a left ear of a user standing before the camera, wherein the right imagery frontally presents a right ear of the user standing before the camera; identify a virtual left ear from the left ear frontally presented in the left imagery and a virtual right ear from the right ear in the right imagery; set the virtual left ear to a left preset scale and the virtual right ear to a right preset scale; identify a set of left virtual anatomical regions in the virtual left ear as set in the left preset scale and a set of right virtual anatomical regions in the virtual right ear as set in the right preset scale; segment each set in the set of left virtual anatomical regions into a set of left virtual regions and each set in the set of right virtual anatomical regions into a set of right virtual regions; cause the virtual left ear, the right virtual ear, and a virtual earring to be simultaneously presented on the display; receive an input from the user while the virtual left ear, the virtual right ear, and the virtual earring are simultaneously presented on the display; and cause the virtual earring to be virtually tried-on the virtual left ear or the virtual right ear on the display responsive to the input. 